Resident Evil 6 PlayStation 3

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Walkthrough

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If you find this guide useful then be sure to recommend it on GameFAQs /\
by clicking the middle link at the top and/or give my youtube page a / \
subscription - www.youtube.com/BerserkerSTARS ||
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Thanks, and continue to tear through the game! - Berserker Kev ||
\__________ R E S I D E N T E V I L B E R S E R K E R G U I D E ___________/
/ \
-- As our hiding places diminished, and they drew nearer, we turned to hope. --
\____________________________ But she had fled. ______________________________/
/ \
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\___/ \___/ \___/ \___/ \___/ \___/
LEON KENNEDY CHRIS REDFIELD JAKE MULLER
HELENA HARPER PIERS NIVANS SHERRY BIRKIN
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\_______________________________ G U I D E _________________________________/
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Authored by: Berserker
\________________________ ___________________________/
/ \
Version: Kev Last update: 1/24/13
\____________________________________ _______________________________________/
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Berserker - Tear Through the Game Youtube
www.berserkersblog.blogspot.com www.youtube.com/BerserkerSTARS
\__________________________________ _____________________________________/
/ \
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/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
INGRID HUNNIGAN ADA WONG DEREK SIMMONS
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\___/ / \ \___/ / \ \___/ / \ \___/ / \ \___/ / \ \___/ / \ \___/
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\___/ \___/ \___/ \___/ \___/ \___/
=-=-=-=-=-=-=-=-=-=- - T A B L E O F C O N T E N T S - -=-=-=-=-=-=-=-=-=-=-=
-- Press Ctrl + F and type in the code listed beside each section for --
- quicker navigation through the guide -
--- ---
Section I: Introduction . . . . . . . . . . . . . . . . . . . . . . [IN00]
Section II: Basics . . . . . . . . . . . . . . . . . . . . . . . . . [BS00]
-- Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [BS01]
-- Gameplay Basics . . . . . . . . . . . . . . . . . . . . . . . . . . [BS02]
-- Melee Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . [BS03]
-- Character Melee List . . . . . . . . . . . . . . . . . . . . . . . [BS04]
-- Campaign Skill List . . . . . . . . . . . . . . . . . . . . . . . . [BS05]
-- Ranking Information . . . . . . . . . . . . . . . . . . . . . . . . [BS06]
Section III: Walkthrough . . . . . . . . . . . . . . . . . . . . . . . [WT00]
-- Campaign Tips . . . . . . . . . . . . . . . . . . . . . . . . . . . [CT00]
-- Prelude - No Hope Left . . . . . . . . . . . . . . . . . . . . . . [PR00]
-- Chris Campaign . . . . . . . . . . . . . . . . . . . . . . . . . . [CR00]
- Chapter 1 - The Fallen Hero . . . . . . . . . . . . . . . . [CR01]
- Chapter 2 - Tragedy in Europe . . . . . . . . . . . . . . . [CR02]
- Chapter 3 - Conflict . . . . . . . . . . . . . . . . . . . [CR03]
- Chapter 4 - Vengeance . . . . . . . . . . . . . . . . . . . [CR04]
- Chapter 5 - The Root of the Problem . . . . . . . . . . . . [CR05]
-- Jake Campaign . . . . . . . . . . . . . . . . . . . . . . . . . . . [JM00]
- Chapter 1 - Let's Make a Deal . . . . . . . . . . . . . . . [JM01]
- Chapter 2 - Thrown Out Into the Cold . . . . . . . . . . . [JM02]
- Chapter 3 - Escaping Confinement . . . . . . . . . . . . . [JM03]
- Chapter 4 - On the Run . . . . . . . . . . . . . . . . . . [JM04]
- Chapter 5 - Their Last Escape . . . . . . . . . . . . . . . [JM05]
-- Leon Campaign . . . . . . . . . . . . . . . . . . . . . . . . . . . [LK00]
- Chapter 1 - Another Outbreak . . . . . . . . . . . . . . . [LK01]
- Chapter 2 - Buried Secrets . . . . . . . . . . . . . . . . [LK02]
- Chapter 3 - Going From Bad To Worse . . . . . . . . . . . . [LK03]
- Chapter 4 - We're Going To China . . . . . . . . . . . . . [LK04]
- Chapter 5 - There is Still Hope Left . . . . . . . . . . . [LK05]
-- Ada Campaign . . . . . . . . . . . . . . . . . . . . . . . . . . . [AW00]
- Chapter 1 - More Games? . . . . . . . . . . . . . . . . . . [AW01]
- Chapter 2 - A Late Birthday . . . . . . . . . . . . . . . . [AW02]
- Chapter 3 - Another Night on the Town . . . . . . . . . . . [AW03]
- Chapter 4 - When Boys Play Rough . . . . . . . . . . . . . [AW04]
- Chapter 5 - We Go Our Separate Ways . . . . . . . . . . . . [AW05]
Section IV: Dog Tags . . . . . . . . . . . . . . . . . . . . . . . . . [DT00]
-- Templates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [DT01]
-- Emblems/Trophies/Achievements . . . . . . . . . . . . . . . . . . . [DT02]
-- Titles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [DT03]
Section V: Serpent Emblems . . . . . . . . . . . . . . . . . . . . . [SE00]
Section VI: Weapons . . . . . . . . . . . . . . . . . . . . . . . . . [WE00]
-- Handguns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WE01]
-- Shotguns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WE02]
-- Sniper Rifles . . . . . . . . . . . . . . . . . . . . . . . . . . . [WE03]
-- Machine Pistols . . . . . . . . . . . . . . . . . . . . . . . . . . [WE04]
-- Assault Rifles . . . . . . . . . . . . . . . . . . . . . . . . . . [WE05]
-- Magnums . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WE06]
-- Explosive Weapons . . . . . . . . . . . . . . . . . . . . . . . . . [WE07]
-- Melee Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . [WE08]
-- Explosives . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WE09]
Section VII: Enemies . . . . . . . . . . . . . . . . . . . . . . . . . [EN00]
-- J'avo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [EN01]
-- Glava Mutations . . . . . . . . . . . . . . . . . . . . . . . . . . [EN02]
-- Noga Mutations. . . . . . . . . . . . . . . . . . . . . . . . . . . [EN03]
-- Ruka Mutations. . . . . . . . . . . . . . . . . . . . . . . . . . . [EN04]
-- Telo Mutations. . . . . . . . . . . . . . . . . . . . . . . . . . . [EN05]
-- Chrysalid Mutations . . . . . . . . . . . . . . . . . . . . . . . . [EN06]
-- B.O.W.s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [EN07]
-- Zombies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [EN08]
-- Animals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [EN09]
Section VIII: Stage Summaries and Files . . . . . . . . . . . . . . . . [FI00]
-- Stage Summaries . . . . . . . . . . . . . . . . . . . . . . . . . . [FI01]
-- Files (RE.net versions) . . . . . . . . . . . . . . . . . . . . . . [FI02]
Section IX: Campaign Medals . . . . . . . . . . . . . . . . . . . . . [CM00]
Section X: The Mercenaries . . . . . . . . . . . . . . . . . . . . . [TM00]
Section XI: Agent Hunt . . . . . . . . . .. . . . . . . . . . . . . . [AH00]
Section XII: Everything Else . . . . . . . . . . . . . . . . . . . . . [EE00]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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S E C T I O N I / \ \___/ / \ \___/
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/ \ \___/ \___/ \___/ INTRODUCTION
============================= | | =========================================
\___/
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= - I N T R O - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Welcome to my Resident Evil 6 guide, fellow action horror gamer!
- Berserker
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
\_ L E O N S. K E N N E D Y ______________________________________________/
/ \
It is the year 2013...
...and the official truth behind the Raccoon City incident that happened in
1998 along with the subsequent cover-up is about to be revealed to the public
by the US President Adam Benford. Leon Kennedy, one of the survivors of
Raccoon City, will stand as a witness to the full story and the truth. This
sets into motion the events of another biohazard outbreak from the bioterrorist
organization known as Neo-Umbrella. Neo-Umbrella releases a new variant of the
Progenitor virus known as the "C-virus" on the population surrounding Tall Oaks
University in the United States.
\_______________________ C H R I S R E D F I E L D ________________________/
/ \
It is the year 2013...
...and Piers Nivans is on his way to a bar in Europe to find former BSAA Alpha
team captain Chris Redfield. Chris Redfield has been missing for the past six
months after losing his former squad on a mission to suppress a bioterrorist
group that used the C-virus for experiments in Eastern Europe. Chris Redfield
has been called into active duty once again from the reappearance of a mutating
enemy known as "J'avo", which has been found in Waiyip, China.
\____________________________________________________ J A K E M U L L E R _/
/ \
It is the year 2013...
...and Sherry Birkin has been assigned to find a man named Jake Muller that
holds the key to finding a cure for the C-virus in his blood. Jake Muller is a
mercenary hired by Neo-Umbrella to take part in a battlefield experiment. He
survives by administering doses of the C-virus to himself, further proving that
he is immune to the virus.
-------------------------------------------------- N O H O P E L E F T . . .
Welcome to my Resident Evil 6 guide! This guide was started quite late after
RE6's release because of real life complications, but I always try to do some
type of guide for every new Resident Evil game and RE6 is definitely no
exception.
This campaign guide is now basically finished. It includes more than the
official guide and any other guide on the internet. I'll spend the rest of
this year trying to make my RE6 Mercs guide the best it can be. I plan to be
your ultimate source for Resident Evil 6. Please enjoy this guide and let me
know if there is anything you would like me to add and/or feel free to send
comments if you have the time. Visit my youtube page if you want to see my
latest Mercenaries info!
- - - - - - - - - - - - - M O T I V A T E M E - - - - - - - - - - - - - -
If you find this walkthrough helpful, give me a recommend by clicking the
middle link on the blue bar above this guide on GameFAQs and/or give me a
subscription on youtube! I'd really appreciate it.
I do have a Paypal Donation email at the bottom of this guide. I really don't
want to spam my readers with that first. You come here seeking Resident Evil 6
info and that is what I want to share up front.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
------------------------------------- R E S I D E N T E V I L 6 U P D A T E
NOTE: To receive these free updates, you must log on to PlayStation Network or
Xbox LIVE and load up Resident Evil 6. The update will automatically occur.
--------------------------- DECEMBER 2012 UPDATE ----------------------------
In December of 2012, players received an update for Resident Evil 6 via each
consoles online service. The update includes the following changes.
o Update to camera options. Under "Other" the following camera options may now
be adjusted:
- Default Camera Field of View (0-15)
- Field of View When Aiming (0-15)
- Position When Aiming (0-15)
o Voice track language can now be changed under "Language" in the Audio menu.
o Ada's campaign is now playable without the need to beat any other character
chapters
o Ada's campaign can now be played cooperatively online. Ada's partner is
Agent, but he only appears during co-op play. Agent cannot interact with
some objects, such as opening doors or solving puzzles - Ada must perform
these tasks. Agent teleports and spawns in an area beside Ada when she
hookshots.
o New character "Agent" has been added to all extra modes. He is playable in
The Mercenaries, Onslaught, Survivors and Predator mode. He comes with his
own weapon set and melees. All of his melees except for his coup de grace
melee are taken from other characters. His taunt is unique also.
o "No Hope" difficulty has been added.
- Skills cannot be equipped
- A character's health will not be replenished after dying and continuing
- Skill Point pickups are worth double their normal amount
--------------------------- JANUARY 2013 UPDATE -----------------------------
The January 2013 update includes the following additions:
o Stage Selection is now available after selecting a chapter in campaign mode.
o Under "Option" and "Game Settings" there is now an "Auto Action Button"
option that can be activated so that certain QTEs will automatically be
performed in campaign mode.
o Session search functionality to Agent Hunt - stage, difficulty, objective,
attack reaction, and infinite ammo options are now available.
R E S I D E N T E V I L 6 R E S O U R C E S --------------------------------
Resident Evil.net:
https://www.residentevil.net
Resident Evil 6 online instruction manual:
http://game.capcom.com/manual/bio6/en/agegate.html
Resident Evil 6 printable instruction manuals (PS3 and Xbox 360):
www.capcom.com/manuals/re6/
Resident Evil 6 The Mercenaries Guide:
http://www.gamefaqs.com/ps3/605603-resident-evil-6/faqs/65111
Resident Evil 6 Agent Hunt Mode Guide:
http://www.gamefaqs.com/ps3/605603-resident-evil-6/faqs/65326
R E S I D E N T E V I L G U I D E C O L L E C T I O N ----------------------
by Berserker (your favorite Chris player)
Resident Evil Code: Veronica X HD
http://www.gamefaqs.com/xbox360/625527-resident-evil-code-veronica-x-
hd/faqs/63083
Resident Evil 4 HD
http://www.gamefaqs.com/xbox360/625523-resident-evil-4-hd/faqs/63034
Resident Evil 4: Wii Edition
http://www.gamefaqs.com/wii/938877-resident-evil-4-wii-edition/faqs/49802
Resident Evil 5
http://www.gamefaqs.com/ps3/929198-resident-evil-5/faqs/56203
-- RE5 Professional Mode
http://www.gamefaqs.com/ps3/929198-resident-evil-5/faqs/56908
-- RE5 Mercenaries
http://www.gamefaqs.com/ps3/929198-resident-evil-5/faqs/56737
-- RE5 Mercenaries Stat List
http://www.gamefaqs.com/ps3/929198-resident-evil-5/faqs/62790
-- RE5 Mercenaries Reunion
http://www.gamefaqs.com/ps3/980166-resident-evil-5-gold-edition/faqs/59792
-- RE5 Chris Mercenaries Guide
http://www.gamefaqs.com/ps3/980166-resident-evil-5-gold-edition/faqs/63196
-- RE5 Lost in Nightmares
http://www.gamefaqs.com/ps3/989571-resident-evil-5-lost-in-
nightmares/faqs/59192
-- RE5 Desperate Escape
http://www.gamefaqs.com/ps3/991006-resident-evil-5-desperate-escape/faqs/59292
Resident Evil: Operation Raccoon City
http://www.gamefaqs.com/ps3/625677-resident-evil-operation-raccoon-
city/faqs/64176
Resident Evil: The Mercenaries 3D
http://www.gamefaqs.com/3ds/609524-resident-evil-the-mercenaries-3d/faqs/62693
Resident Evil Revelations
http://www.gamefaqs.com/3ds/997778-resident-evil-revelations/faqs/63742
Marvel vs Capcom 3 - Chris Guide
http://www.gamefaqs.com/xbox360/995376-marvel-vs-capcom-3-fate-of-two-
worlds/faqs/62340
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| _ < / _` |/ __|| | / __|/ __| | | ___ | | ___ | | ___ | |
| |_) || (_| |\__ \| || (__ \__ \ \___/ / \ \___/ / \ \___/ / \ \___/
|____/ \__,_||___/|_| \___||___/ ___ | | | | | |
/ \ \___/ \___/ \___/ BASICS
=================================== | | ===================================
\___/
[BS01]
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C O N T R O L S
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______________
PLAYSTATION 3 \________________________________________________________________
-------------------------------------------------------------------------------
.---------------------------------------------------------------------.
| BASIC CONTROLS |
|=====================================================================|
| Left thumbstick | Move |
| Left thumbstick back + X | Quick Turn |
| Left thumbstick + hold X | Dash |
| Hold L1 + Left thumbstick + X | Dodge |
| Right thumbstick | Look around |
| Right thumbstick (push) | Switch aiming sides |
| L1 | Ready Weapon |
| L1 + R1 | Quick Shot |
| L2 | Display Route Guide |
| R1 | Physical Attack/Fire (During ready) |
| R2 | Use Herb Tablets |
| R2 + Square | Mix Herb Tablets |
| Triangle | Inventory Menu |
| O | Partner Action/Assist |
| X | Solo Action |
| Square | Reload/Pick Up |
| Directional pad up/down | Change Items/Grenades |
| Directional pad left/right | Change Weapons |
'---------------------------------------------------------------------'
_________
XBOX 360 \_____________________________________________________________________
-------------------------------------------------------------------------------
.---------------------------------------------------------------------.
| BASIC CONTROLS |
|=====================================================================|
| Left thumbstick | Move |
| Left thumbstick back + A | Quick Turn |
| Left thumbstick + hold A | Dash |
| Hold LT + Left thumbstick + A | Dodge |
| Right thumbstick | Look around |
| Right thumbstick (push) | Switch aiming sides |
| LT | Ready Weapon |
| LT + RT | Quick Shot |
| LB | Display Route Guide |
| RT | Physical Attack/Fire (During ready) |
| RB | Use Herb Tablets |
| RB + X | Mix Herb Tablets |
| Y | Inventory Menu |
| B | Partner Action/Assist |
| A | Solo Action |
| X | Reload/Pick Up |
| Directional pad up/down | Change Items/Grenades |
| Directional pad left/right | Change Weapons |
'---------------------------------------------------------------------'
[BS02]
-------------------------------------------------------------------------------
G A M E P L A Y B A S I C S
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================
Partner Commands
================
To communicate with a partner during gameplay, hold down on the O/B button to
get the following commands.
.-----------------------.
| Partner Commands |
|=======================|
| D-pad up | Move in |
| D-pad down | Call |
| D-pad left | Wait |
| D-pad right | Follow |
| L2/LB | Thank |
| R2/RB | Praise |
'-----------------------'
The D-pad commands listed above have the following effects on the AI partner in
single player:
Move in = AI partner moves ahead
Wait = AI partner stands in one place
Call = AI partner follows your character
Follow = AI partner moves away from your character and stands in place
Every command can be responded to by holding the O/B button a few seconds after
the response. The response for a praise is an instant thanks after pressing
the O/B button when a player praises your character. The responses for any
other command will give a player a list of two responses as follows:
.-------------------.
| Partner Responses |
|===================|
| D-pad up | Yes |
| D-pad down | No |
'-------------------'
Players can respond to any of the commands listed above (Call, Move in, Wait,
Follow) and a player can also respond to the following instances:
- When a player is grabbed and asks for help
- When a player is waiting at a partner assist door and calls for you
--------------------------
Fun with Partner Responses
--------------------------
When a player gives a command, hold down on the O/B button to make a set of
responses appear. Once the responses appear, if you continue to hold the O/B
button, the responses will remain on the screen even after a response is
given. If you keep holding down the O/B button, you can keep responding even
without having a command being given to your character. So basically, with
Chris, you can keep denying the last command to your Piers partner even
though he only gave the command once for calling you toward a door.
=========
Inventory
=========
Press the Triangle/Y button to pull up your current inventory. A player can
cycle through the inventory using the right thumbstick or the directional pad.
Items can be selected and combined or discarded via the option menu that will
appear after selecting the item.
The following table shows the controls for when the inventory menu is open:
.-----------------------------------.
| INVENTORY CONTROLS |
|===================================|
| R2/RB | Display Weapon Slots |
| X/A | OK |
| O/B | Back |
| Square/X | Combine |
| Triangle/Y | Exit |
'-----------------------------------'
NOTE: Herbs can be combined in the inventory and mixed into pills while in the
inventory. This makes it to where you don't have to go through the
R2+Square/RB+X herb mixing animation at all.
==========================
Item Pickups in Co-op Play
==========================
Items that appear throughout the game from enemy drop or from item crates will
appear differently for each player in duo play unless they are scripted items.
Both players will pick up separate items that will appear for them. Another
player cannot take your items and you cannot take the other player's items -
both items are separate, so both players will always have items to grab from
every single item pickup. What you grab doesn't affect the other player and
vice versa. In other words, don't ever worry about hoarding items in Resident
Evil 6 unless your inventory is getting too full.
============
Health Meter
============
Each character has a health meter with a certain amount of blocks on it
representing the amount of damage the character can receive before dying. Once
a player is attacked the health meter will lower depending on the enemy attack
sustained. Sometimes an attack will only take half of a block. A block of
health will begin to recharge if it is not fully taken after being damaged if
no attacks are received for a few seconds. All characters share this healing
factor in campaign.
==================
Herb Usage/Healing
==================
Green Herbs and Red Herbs can still be picked up in order to heal just like in
other RE games. Both herbs can be mixed via the inventory menu for greater
healing. Herbs must be mixed into pills before usage however. The characters
will automatically mix herbs in the inventory every time that pills are mixed.
Press and hold down the R2/RB button then press the Square/X button in order to
mix herbs into pills. This must all be done in real time if this button
combination is used. Press the R2/RB button to use a pill once your
character's health is lowered. Players can also use herb pills to recharge
lost stamina in the combat gauge. Multiple pills can be used in one dosage by
pressing the R2/RB buttons several times in a row. For instance, if you want
to use 3 pills to restore 3 blocks of health then press R2/RB three times in a
row.
Your character can hold several pills at once. Each pill will restore one
block of health and any stamina lost. The amount of pills that you currently
carry depends on your last herb mixture. Other herbs can be mixed and added to
the current pill total at any time.
.---------------------------------------------------.
| Pills per herb/herb mixture |
|===================================================|
| Green Herb | 1 pill |
| Green Herb + Green Herb | 3 pills |
| Green Herb + Green Herb + Green Herb | 6 pills |
| Green Herb + Red Herb | 6 pills |
'---------------------------------------------------'
NOTE: In order to save time on mixing herbs and making them into pills, all of
the mixing can be done in the inventory menu. A player can mix herbs and
create pills with no mixing animation while climbing a ladder!
-- First Aid Spray
A First Aid Spray can be found in some areas much like herbs, but a first aid
spray cannot be found from a random enemy item drop. A first aid spray must be
equipped by pressing directional pad up or down. Once used, it will restore
all of your character's health and any lost stamina in the combat gauge. While
the first aid spray is equipped, it can be used on a partner by standing next
to the partner and pressing the O/B button when the partner assist button
prompt appears.
============
Dying Status
============
Once all of a player's health has been drained from enemy attacks, the player
will enter a state known as "dying status" where the next enemy attack
sustained will kill the player. While in dying status, the character will be
knocked to the ground and a meter will appear on the screen while the screen
changes to a bluish color. The player will have very limited control of the
character at that time.
Controls are as follows while in dying status:
.--------------------------------.
| Dying Status Commands |
|================================|
| L1/LT | Ready weapon |
| R1/RT | Fire |
| Left Thumbstick | Move |
'--------------------------------'
Controls are as follows for the partner not in dying status (close range):
.-----------------------------------------------.
| Controls While Partner is In Dying Status |
|===============================================|
| R2/RB | Give herb pill (restores some health) |
| O/B | Revive |
'-----------------------------------------------'
If the player can manage to not get hit before the meter on the screen fully
charges, the player will be revived in a Danger status. While in Danger, the
player will have permanent zero stamina and any hit from an enemy attack will
kill the player. The player will still be able to do everything else normally.
If the player has a herb pill or first aid spray, health item can be used to
gain back stamina and put the player back in a normal condition. If the player
is hit once again after that, the player will go back into a dying status and
have to fight to recover.
=======
Dashing
=======
While holding the left thumbstick lightly in a direction your character will
walk. Holding the left thumbstick all the way in one direction will make your
character run. In order to dash, hold the X/A button then hold forward on the
left thumbstick. While dashing the camera angle will switch to a behind view of
your character as your character runs forward. The camera angle cannot be
controlled with the right thumbstick during a dash.
-----------------------
Climbing Over Obstacles
-----------------------
When dashing, all characters will immediately climb over any obstacles such
as platforms or ladders in front of the character. Continue to hold the X/A
button while dashing and your character will automatically climb or hop over
any type of obstacle that normally requires an X/A button prompt to climb
over.
-------------
Dashing Slide
-------------
When dashing, all characters can perform a slide by pressing the L1/LT button
once the dash has been activated for over a second. Keep holding the L1/LT
button to make your character stay on the ground and aim with their currently
equipped weapon after falling. Press in the opposite direction while
sliding to make your character quick turn and face the other direction while
sliding.
--------------
Dashing Attack
--------------
When dashing, your character can perform an attack by pressing the R1/RT
button once the dash has been activated for over a second. The attack will
sometimes differ per character.
---------------
Push Off a Wall
---------------
When dashing, if any character runs directly into a wall, that character will
push off the wall and, while still holding the dash button, a player can
quickly run to the right or left without stopping much. This keeps your
character from coming to a complete stop after hitting some sort of wall. If
your character hits an object that they cannot push off of, your character
will stop for a second and allow you to turn to the right or left just like a
push off of a wall.
==========
Roll/Dodge
==========
While holding the L1/LT button press forward or to the left or right with the
left thumbstick along with the X/A button to make your character roll in a
direction. If you keep holding the L1/LT button your character will remain on
the ground in a prone position while aiming the currently equipped weapon.
========
Lay Down
========
All characters can fall to the ground and remain on the ground in a prone
position through several methods. With some weapons, a player can fall to the
ground by holding the L1/LT button and pressing back on the left thumbstick +
X/A to fall to the ground. Holding L1/LT and pressing forward or left or right
+ X/A or will make your character fall to the ground as well. Sliding during a
dash will allow your character to fall to the ground in a prone position. No
matter the method, hold the LT button to stay on the ground.
While on the ground, your character can aim in any direction. The following
controls can be used to move on the ground:
.-----------------------------------------------------------------------------.
| Lay Down Controls |
|=============================================================================|
| LT (hold) | Remain in prone position/let go to get up |
| Right thumbstick | Aim while in prone position |
| RT | Attack while in prone position |
| Left thumbstick right | Roll to the right |
| Left thumbstick left | Roll to the left |
| Left thumbstick right (lightly) | Crawl to the right |
| Left thumbstick left (lightly) | Crawl to the left |
| Left thumbstick forward | Crawl forward |
| Left thumbstick back | Crawl fast backward |
| Left thumbstick back (lightly) | Crawl backward |
'-----------------------------------------------------------------------------'
==========
Take Cover
==========
Stand next to a wall or low platform then hold the L1/LT button to make your
character lean against the wall or platform. While up against a low platform,
your character will duck behind it. Press the X/A button to stand and crouch
while taking cover. Move to the edge of the cover point with the left
thumbstick to make your character lean out and aim. Press back in the opposite
direction to take cover again. To stop sticking to the wall, let go of the
L1/LT button or roll out of the cover area by pressing in a direction and
tapping the X/A button.
.---------------------------------------------------------------------------.
| Cover Controls |
|===========================================================================|
| L1/LT | Stick to wall |
| Left Thumbstick right/left | Move while against wall/Lean out of cover |
| X/A | Stand/Crouch and Raise/Lower from low cover |
| Left Thumbstick up/down | Raise/Lower from low cover (hold to stay up) |
'---------------------------------------------------------------------------'
====
Duck
====
While holding the L1/LT button, tap the X/A button to make your character duck.
This can be used to avoid some enemy attacks.
===================
Recover From a Fall
===================
When characters are hit with bullets, they will shield their body with their
hands. Shortly after raising their hands, any more bullets sustained will
cause the character to stagger and fall. While your character falls to the
ground, quickly tap the X/A button to make the character perform a backward
roll while landing on the ground. This can be used to get up quicker.
[BS03]
-------------------------------------------------------------------------------
M E L E E B A S I C S
-------------------------------------------------------------------------------
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
================
The Melee Button
================
The button to activate the majority of all melees in RE6 is the R1/RT button.
Each character can perform a melee combo by tapping the R1/RT button twice.
There are also several enemy stun types that will cause a player to activate a
finishing melee while standing near the enemy. See the "Stun Types" section
below.
============
Combat Gauge
============
Every character has a combat gauge with five blocks worth of stamina below
their life bar. This represents how many times they can use certain moves
before they have to recharge their stamina. Most melees take off one bar of
the stamina gauge. Some melees take off more than one bar (Jake's melee combo
and Leon's Wing Shooter quick shot combo).
Once the melee bar is fully used up, your character will enter a tired state
and be forced to recharge stamina as they hold their chest. At that time, your
character cannot run or use most melees. The only melee that your character
can perform while tired is a weak kick with the melee button.
When not in use, the melee gauge will recharge. It will recharge depending on
what action your character is currently performing. Using a herb pill will
instantly recharge the stamina gauge.
.--------------------------------------------------.
| Combat Gauge Recharge |
|==================================================|
| Run/use melee | no charge |
| Walk | slow charge |
| Stand still while standing | normal charge |
| Stand still in prone position | fast charge |
| Herb pill usage | instant recharge |
'--------------------------------------------------'
==========
Stun Types
==========
This is a listing of all the enemy stun types in Resident Evil 6 along with
some tips on how to activate them. RE6 has the same leg stun and arm stum
animations that can be activated from shooting an enemy in the leg or arm a few
times, but the melee that results from the stun is the same for both types of
stuns and I call this stun type a "Light Stun". A leg or arm stun is now
harder to get and there are a variety of other stuns that yield the same melee
prompt. There is now a stun type that makes the enemy stagger for longer than
a light stun and I refer to this type of stun as "Heavy Stun". I referred to
them this way in my RE6 demo guide.
-- Light Stun/Stagger (J'avo)
A light stun is a stun that is gained after hitting J'avo in any portion of the
body other than the head. This stun can be VERY short. It's so short that
sometimes, your character cannot even finish a melee and get the button prompt
for the finisher melee afterwards. The second hit of any character's basic
melee combo (with R1/RT) will cause this type of stun for a greater period than
usual. Any type of gunshot to any portion of the body besides the head will
cause this stun for a short time on a J'avo. Any slight flinch in a J'avo's
body due to a gunshot activates this stun for a brief period. You have to be
REALLY close to the J'avo to see the melee prompt after a single shot though.
Setups for Light Stun on J'avo:
- Shot to any portion of body besides head with normal J'avo. This is a VERY
quick light stun and looks more like a stagger with a button prompt.
- Multiple shots to any portion of the body besides the head on a normal J'avo.
Arm Stun*, leg stun, body stun! These are all "light stun" setups in RE6.
- Quick shot with a weak gun
- R1, R1/RT, RT (Second melee will set up a light stun)
- Dashing shoulder ram
- When a J'avo ducks (anytime it ducks)
- When a character jumps/lands and hits a J'avo
- When a player tosses a flash grenade and makes a Mutated Arm J'avo block with
its mutated arm
* If an enemy turns its back during an arm stun, your character will do a back
heavy stun melee from up close. From a distance, when approaching the enemy, a
light stun prompt will appear, but from close range, the back heavy stun melee
will appear.
NOTE: Arm, leg and body stuns trigger randomly after weak shots to any of the
mentioned areas. Sometimes you will get the stun on the first shot and
sometimes it will take around three shots to get the stun.
-- Light Stun/Stagger (Zombie)
Zombies are slightly different when compared to J'avo when trying to get a
light stun on them. They are actually harder to stun than a normal J'avo. A
zombie will not yield a stun from a simple shot to any portion of the body
while standing next to one.
Setups for Light Stun on Zombie:
- Two shots to any leg of a walking or standing zombie
- Quick shot with a weak gun
- R1, R1/RT, RT (Second melee will set up a light stun)
- Dashing shoulder ram
-- Heavy Stun (J'avo)
The heavy stun is the hardest stun to get with weapons or melees. It requires
a player to hit an enemy several times to where it staggers and stays stunned
for a few seconds. The heavy stun is longer than the light stun. The easiest
way to get this type of stun on a J'avo is to toss a flash grenade. The heavy
stun is the resulting stun on all nearby enemies once a flash grenade goes off
in the area.
NOTE 1: With a heavy stun, the type of melee will differ depending on whether
it is activated from the front or back of the enemy. Every character has two
types of melees with a heavy stun (front and back melee).
Setups for Heavy Stun on J'avo:
- Flash grenade explosion
- Shot to head then hit with a dashing slide attack
- Quick shot then hit with a dashing slide attack
- Shot to arm for an arm stun then hit with a dashing slide attack
- Quick shot for a light stun then stand to the side of stunned enemy and press
the melee button to autotrack the enemy and hit it with the first melee
- Quick shot for a light stun then stand in front of enemy and switch to
another weapon then tap the melee button
- Shot to head on mutated arm J'avo
- Back melee attack (Elbow with Chris and Piers, etc)
- Sneak up behind an enemy (back heavy stun melee only)
- Shot to head then melee from behind (back heavy stun melee only)
- Shot to arm for arm stun then melee from close range (back heavy stun melee)
- Melee button attack directly after a light stun
NOTE: Arm stuns trigger randomly after a shot to the arm. Sometimes you will
get the stun on the first shot and sometimes it will take around three shots to
get the stun.
-- Heavy Stun (Zombie)
A Zombie is much harder to get a heavy stun on. The back heavy stun melee can
be set up with a simple shot to the arm - the zombie will turn and a player can
easily perform the back heavy stun at that time. The frontal heavy stun is
really more trouble than it worth to get on an enemy.
Setups for Heavy Stun on Zombie:
- Shot to head then hit with a dashing slide attack
- Quick shot then hit with a dashing slide attack
- Back melee attack (Elbow with Chris and Piers, etc)
- Shot to arm for an arm stun then hit with a dashing slide attack
- Quick shot for a light stun then stand to the side of stunned enemy and press
the melee button to autotrack the enemy and hit it with the first melee
- Quick shot for a light stun then stand in front of enemy and switch to
another weapon then tap the melee button
- Shot to head and melee from behind (back heavy stun melee only)
- Shot to either arm (back heavy stun melee only)
- Melee button attack directly after a light stun
-- Head Stun (J'avo and Zombie)
The head stun is activated with a shot to the head with any type of weak
weapon. It can be activated with a knife as well. The enemy will grab its
head and stagger backwards. This is a returning stun from RE4 and RE5. Move
toward the staggering enemy to get a special head stun melee finisher.
NOTE: Back heavy stun melees can be done from a head stun by stepping behind an
enemy.
Front = Head Stun Melee
Back = Back Heavy Stun Melee
TIP: If you have problems setting up a heavy stun, equip a low damaging weapon
such as a machine gun then perform a quick shot on an enemy to set up a light
stun and then quickly shoot that stunned enemy in the head. The enemy will
remain still while stunned allowing for more precise aim.
-- Grounded (J'avo and Zombie)
The enemy falls to the ground after receiving damage. In order to get this
type of stun, the enemy must fall to the floor from your attacks. An enemy can
be shot while it is near a ledge and it will fall to the ground. Unlike RE5, a
grounded animation cannot be interrupted by your character falling on the enemy
or doing something that hits the enemy. The enemy will remain grounded until
it gets up. When a ground melee is aimed at the head, the ground melee will
often result in a critical head explosion with proper melee aiming. It's
almost always best to aim for the head with the melee so the kill will be
instant, especially against Zombies.
NOTE: The melee performed against a grounded enemy is sometimes different when
aimed at the legs or head (Jake with bare hands).
=============
Coup De Grace
=============
A Coup De Grace is a frontal heavy stun melee that takes major damage from an
enemy. Bigger enemies such as Bloodshots and Whoppers can be hit with a
frontal heavy stun melee when they are stunned. Coup De Grace is not limited
to just bigger enemies however - it can be done on all enemy types!
A Coup De Grace attack on a basic J'avo and Zombie enemy can be set up by
hitting that enemy with ANY type of non-prompt melee after any type of stun
pose. Basically, the enemy is stunned then it is hit again with a non-prompt
melee and then placed into a heavy stun pose for a Coup De Grace setup. Non-
prompt melees do not require a command prompt while standing in front of enemy
in order to perform them.
Non-prompt melees:
- Slide
- Melee button combo (R1, R1/RT, RT)
- Back Attack (R1/RT behind an enemy)
Any of the non-prompt melees mentioned above will set up a heavy stun on an
enemy that is stunned prior to the hit. So, say if you do a quick shot to a
J'avo and then slide into that J'avo, the J'avo will be in a heavy stun pose
after the stun.
The following are ways to stun an enemy:
.-----------------------------------------------------------------------------.
| Action | Stun Type | Stamina Usage |
|=============================================================================|
| Weak weapon shot to head | head stun | None |
| Weak weapon shots to body | light stun | None |
| Weak weapon shots to arm | light stun | None |
| Weak weapon shots to legs | light stun | None |
| Quick shot with weak weapon | light stun | 1 block |
| Slide | light stun | 1 block |
| Melee button combo | light stun for second hit | 1 block |
| Melee button combo behind enemy | light stun, heavy stun | 1 block |
| Shoulder Ram/Knee | light stun | 1 block |
| Melee button behind enemy | heavy stun* | 1 block |
'-----------------------------------------------------------------------------'
* Males only. Females perform a backward kick that grounds the enemy.
So basically, a player can get ANY of the stuns mentioned above, that aren't
already heavy stun, then hit that stunned enemy with any of the non-prompt
melees mentioned above and get a heavy stun. The player can stand in front of
the heavy stunned enemy and get a melee command for their character's Coup De
Grace melee.
Examples of ways to set up a frontal heavy stun melee:
o Shot to head then hit with a dashing slide attack
o Quick shot then hit with a dashing slide attack
o Shot to arm for an arm stun then hit with a dashing slide attack
o Quick shot for a light stun then stand to the side of stunned enemy and press
the melee button to autotrack the enemy and hit it with the first melee
o Quick shot for a light stun then stand in front of enemy and switch to
another weapon then tap the melee button
o Back melee attack (Elbow with males only)
o Flash Grenade stun (J'avo and Bloodshot only)
NOTE: The melee MUST be triggered from the enemy's FRONT side in order to
perform the Coup De Grace (frontal heavy stun melee).
=======
Counter
=======
A melee finisher can be activated by pressing the R1/RT button when the button
prompt appears the second before an enemy attacks your character. Stand and
wait on an enemy to perform some type of melee attack then press the R1/RT
button right as the button prompt appears to perform a counter.
NOTE: A counter melee animation will sometimes differ depending on the weapon
that the enemy has equipped. The weapon that the character has equipped can
lead to a different counter melee as well. With Chris, he will always stab an
enemy in the chest for his counter melee while the knife is equipped.
==========
Quick Shot
==========
A quick shot is performed by pressing L1+ R1/LT + RT. This autotracking shot
will hit the closest enemy and set up a light stun on that enemy. All quick
shots take one block from the combat gauge in order to perform them. Quick
shots can be performed with melee weapons such as Chris' knife, Sherry's stun
rod and Jake's knife.
NOTE: Quick shots can be performed with melee weapons such as Chris' knife,
Sherry's stun rod, Jake's bare hands and Leon's knife.
====================
Environmental Melees
====================
When an enemy is stunned in any type of stun pose while next to a railing,
platform or wall, your character will grab the enemy and slam their head into
the wall/railing or toss them off the railing. Environmental melees take the
place of any type of other melee that can be done when an enemy is next to one
of the obstacles listed above. Environmental melees are instant kill as well.
Another type of environmental melee is the leg grab melee or face buster. When
standing near an enemy that is on a slightly higher platform, you will get a
melee prompt for a leg grab melee. Press the R1/RT button at that time to grab
the enemy's legs and pull them off their feet. The enemy will hit the platform
with their head.
To perform a face buster, your character must be on a small platform above an
enemy and face that enemy to get a melee prompt. When activated, your
character will leap down toward the enemy and grab its head then slam it into
the ground. The leg grab and face buster can easily be seen while standing on
top of a small platform in Chris' first chapter. Just stand on top of a small
platform or below a small platform and wait on a J'avo to move above or below
your character.
There is also an environmental melee for knocking an enemy off a platform.
This can only be activated when an enemy is standing right near the edge of a
platform in a stunned pose (shooting it to stun it). Once activated, your
character will ram or kick the enemy off the platform.
[BS04]
-------------------------------------------------------------------------------
C H A R A C T E R M E L E E L I S T
-------------------------------------------------------------------------------
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
The following is a list of all melees per character in campaign mode. There is
also a list of extra melees that can be performed with any character.
NOTE: I am trying to calculate damage for each melee and only have a few damage
totals listed so far. The rest will come in time. The damage totals are an
"educated guess" based on trying out weapons in The Mercenaries.
___ _ _ __ _ __ _ _ _
/ __\| |__ _ __ (_) ___ /__\ ___ __| | / _|(_) ___ | | __| |
/ / | '_ \ | '__|| |/ __| / \// / _ \ / _` || |_ | | / _ \| | / _` |
/ /___ | | | || | | |\__ \ / _ \| __/| (_| || _|| || __/| || (_| |
\____/ |_| |_||_| |_||___/ \/ \_/ \___| \__,_||_| |_| \___||_| \__,_|
.-----------------------------------------------------------------------------.
| B A S I C M E L E E S |
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT | STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Backhand | Light Stun | Melee button from | 1 block | 250 |
| | | front of enemy | | |
|-----------------------------------------------------------------------------|
| Straight | Heavy Stun | Melee button from | 1 block | 800 |
| Punch | (Front) | front of enemy | | |
| | Partner Assist | | | |
| | Melee | | | |
|-----------------------------------------------------------------------------|
| Neck Break | Heavy Stun (Back)| Melee button from | 1 block | |
| | Head Stun (Back) | behind enemy | | |
| | Stealth Melee | | | |
|-----------------------------------------------------------------------------|
| Body Slam | Head Stun | Melee button from | 1 block | |
| | | front of enemy | | |
|-----------------------------------------------------------------------------|
| Stomp | Ground | Melee button over | 1 block | 500 |
| | | fallen enemy | | |
| | | (critical on head) | | |
|-----------------------------------------------------------------------------|
| Elbow | No Stun | Melee button with | 1 block | |
| | | back facing enemy | | |
|-----------------------------------------------------------------------------|
| Shoulder | No Stun | Melee button during | 1 block | |
| Ram | | dash | | |
|-----------------------------------------------------------------------------|
| Slide | No Stun | Aiming button during| 1 block | |
| | | dash | | |
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun | Melee button twice | 0 blocks, | |
| | | | 1 block | |
|-----------------------------------------------------------------------------|
| Weak Kick | No Stun | Melee button while | 0 blocks | |
| | | out of stamina | | |
|-----------------------------------------------------------------------------|
| Breakable | No Stun | Melee near breakable| 0 blocks | |
| Object | | object | | |
| Kick | | | | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| C O M B A T K N I F E M E L E E S |
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT | STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Throat Slit| Heavy Stun (Back)| Melee button from | 1 block | |
| | Head Stun (Back) | behind enemy | | |
|-----------------------------------------------------------------------------|
| Ground Stab| Ground | Melee button over | 1 block | |
| | | fallen enemy | | |
| | | (critical on head) | | |
|-----------------------------------------------------------------------------|
| Knife Slash| No Stun | Hold L1/LT and tap | 0 blocks | |
| | | R1/RT | | |
|-----------------------------------------------------------------------------|
| Double | No Stun | Quick shot | 1 block | |
| Knife Slash| | (L1+R1/LT+RT) | | |
|-----------------------------------------------------------------------------|
| Knife Slash| No Stun | Hold L1/LT then left| 0 blocks | |
| Retreat | | thumbstick back + | | |
| | | R1/RT | | |
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun | Melee button twice | 0 blocks, | |
| | | | 1 block | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| O N E - H A N D E D G U N M E L E E S |
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT | STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Stomp | Ground | Melee button over | 1 block | 500 |
| | | fallen enemy | | |
| | | (critical on head) | | |
|-----------------------------------------------------------------------------|
| Auto-aim | No Stun | Quick shot | 1 block | |
| Shot | | (L1+R1/LT+RT) | | |
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun | Melee button twice | 0 blocks, | |
| | | | 1 block | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| T W O - H A N D E D G U N M E L E E S |
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT | STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Weapon | Ground | Melee button over | 1 block | |
| Smash | | fallen enemy | | |
| | | (critical on head) | | |
|-----------------------------------------------------------------------------|
| Auto-aim | No Stun | Quick shot | 1 block | |
| Shot | | (L1+R1/LT+RT) | | |
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun | Melee button twice | 0 blocks, | |
| | | | 1 block | |
'-----------------------------------------------------------------------------'
___ _ __ _
/ _ \(_) ___ _ __ ___ /\ \ \(_)__ __ __ _ _ __ ___
/ /_)/| | / _ \| '__|/ __| / \/ /| |\ \ / // _` || '_ \ / __|
/ ___/ | || __/| | \__ \ / /\ / | | \ V /| (_| || | | |\__ \
\/ |_| \___||_| |___/ \_\ \/ |_| \_/ \__,_||_| |_||___/
.-----------------------------------------------------------------------------.
| B A S I C M E L E E S |
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT | STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Roundhouse | Light Stun | Melee button from | 1 block | 250 |
| | | front of enemy | | |
|-----------------------------------------------------------------------------|
| Uppercut | Heavy Stun | Melee button from | 1 block | 800 |
| | (Front) | front of enemy | | |
| | Partner Assist | | | |
| | Melee | | | |
|-----------------------------------------------------------------------------|
| Dragon | Heavy Stun (Back)| Melee button from | 1 block | |
| Sleeper | Head Stun (Back) | behind enemy | | |
| | Stealth Melee | | | |
|-----------------------------------------------------------------------------|
| Sleeper | Head Stun | Melee button from | 1 block | |
| Throw | | front of enemy | | |
|-----------------------------------------------------------------------------|
| Stomp | Ground | Melee button over | 1 block | 500 |
| | | fallen enemy | | |
| | | (critical on head) | | |
|-----------------------------------------------------------------------------|
| Elbow | No Stun | Melee button with | 1 block | |
| | | back facing enemy | | |
|-----------------------------------------------------------------------------|
| Shoulder | No Stun | Melee button during | 1 block | |
| Ram | | dash | | |
|-----------------------------------------------------------------------------|
| Slide | No Stun | Aiming button during| 1 block | |
| | | dash | | |
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun | Melee button twice | 0 blocks, | |
| | | | 1 block | |
|-----------------------------------------------------------------------------|
| Weak Kick | No Stun | Melee button while | 0 blocks | |
| | | out of stamina | | |
|-----------------------------------------------------------------------------|
| Breakable | No Stun | Melee near breakable| 0 blocks | |
| Object | | object | | |
| Kick | | | | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| O N E - H A N D E D G U N M E L E E S* |
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT | STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Stomp | Ground | Melee button over | 1 block | 500 |
| | | fallen enemy | | |
| | | (critical on head) | | |
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun | Melee button twice | 0 blocks, | |
| | | | 1 block | |
'-----------------------------------------------------------------------------'
* Piers has no one-handed guns in campaign, so equip a grenade to perform one-
handed melees. He can't quick shot a grenade, obviously.
.-----------------------------------------------------------------------------.
| T W O - H A N D E D G U N M E L E E S |
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT | STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Weapon | Ground | Melee button over | 1 block | |
| Smash | | fallen enemy | | |
| | | (critical on head) | | |
|-----------------------------------------------------------------------------|
| Auto-aim | No Stun | Quick shot | 1 block | |
| Shot | | (L1+R1/LT+RT) | | |
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun | Melee button twice | 0 blocks, | |
| | | | 1 block | |
'-----------------------------------------------------------------------------'
__ _ _ _
\ \ __ _ | | __ ___ /\/\ _ _ | || | ___ _ __
\ \ / _` || |/ // _ \ / \ | | | || || | / _ \| '__|
/\_/ /| (_| || <| __/ / /\/\ \| |_| || || || __/| |
\___/ \__,_||_|\_\\___| \/ \/ \__,_||_||_| \___||_|
.-----------------------------------------------------------------------------.
| B A S I C M E L E E S |
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT | STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Jumping | Light Stun | Melee button from | 1 block | 250 |
| Roundhouse | | front of enemy | | |
|-----------------------------------------------------------------------------|
| Jaguar Kick| Heavy Stun | Melee button from | 1 block | 800 |
| | (Front) | front of enemy | | |
| | Partner Assist | | | |
| | Melee | | | |
|-----------------------------------------------------------------------------|
| German | Heavy Stun (Back)| Melee button from | 1 block | |
| Suplex | Head Stun (Back) | behind enemy | | |
| | Stealth Melee | | | |
|-----------------------------------------------------------------------------|
| Tornado DDT| Head Stun | Melee button from | 1 block | |
| | | front of enemy | | |
|-----------------------------------------------------------------------------|
| Stomp | Ground | Melee button over | 1 block | 500 |
| | | fallen enemy | | |
| | | (critical on head) | | |
|-----------------------------------------------------------------------------|
| Elbow | No Stun | Melee button with | 1 block | |
| | | back facing enemy | | |
|-----------------------------------------------------------------------------|
| Jumping | No Stun | Melee button during | 1 block | |
| Knee | | dash | | |
|-----------------------------------------------------------------------------|
| Slide | No Stun | Aiming button during| 1 block | |
| | | dash | | |
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun | Melee button twice | 0 blocks, | |
| | | | 1 block | |
|-----------------------------------------------------------------------------|
| Weak Kick | No Stun | Melee button while | 0 blocks | |
| | | out of stamina | | |
|-----------------------------------------------------------------------------|
| Breakable | No Stun | Melee near breakable| 0 blocks | |
| Object | | object | | |
| Kick | | | | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| B A R E H A N D S M E L E E S |
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT | STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Stomp | Ground | Melee button over | 1 block | 500 |
| | | fallen enemy | | |
| | | (critical on head) | | |
|-----------------------------------------------------------------------------|
| Giant Swing| Ground | Melee button over | 1 block | 500 |
| | | fallen enemy's legs | | |
|-----------------------------------------------------------------------------|
| Punch Combo| No Stun | Hold L1/LT and tap | 0 blocks, | |
| | | R1/RT three times | 0 blocks, | |
| | | | 0 blocks | |
|-----------------------------------------------------------------------------|
| Tiger | No Stun | Quick shot | 1 block | |
| Uppercut | | (L1+R1/LT+RT) | | |
|-----------------------------------------------------------------------------|
| Special | No Stun | Hold L1/LT then | 0 blocks, | |
| Combo * | | press and hold R1/RT| 1 block, | |
| | | then release and tap| 0 blocks, | |
| | | R1/RT four times | 1 block, | |
| | | (five hit combo) | 1 block | |
|-----------------------------------------------------------------------------|
| Flip Kick**| Enemy must be | Hold L1/LT then | 1 block | |
| | airborne or | press and hold R1/RT| | |
| | grounded | and release | | |
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun | Melee button twice | 0 blocks, | |
| | | | 1 block | |
'-----------------------------------------------------------------------------'
* The first attack of this combo auto-tracks an enemy. Letting go of the R1/RT
button will perform the first attack. Use the right thumbstick to change
targets while holding the button and use the left thumbstick to dodge to the
sides while running toward an enemy during the first attack.
** Instead of performing his normal Cobra Strike, Jake will perform a very
powerful flip kick when he runs toward an enemy to attack when a flying or
grounded enemy is targeted with his special combo melee.
.-----------------------------------------------------------------------------.
| O N E - H A N D E D G U N M E L E E S |
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT | STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Stomp | Ground | Melee button over | 1 block | 500 |
| | | fallen enemy | | |
| | | (critical on head) | | |
|-----------------------------------------------------------------------------|
| Auto-aim | No Stun | Quick shot | 1 block | |
| Shot | | (L1+R1/LT+RT) | | |
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun | Melee button twice | 0 blocks, | |
| | | | 1 block | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| T W O - H A N D E D G U N M E L E E S |
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT | STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Weapon | Ground | Melee button over | 1 block | |
| Smash | | fallen enemy | | |
| | | (critical on head) | | |
|-----------------------------------------------------------------------------|
| Auto-aim | No Stun | Quick shot | 1 block | |
| Shot | | (L1+R1/LT+RT) | | |
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun | Melee button twice | 0 blocks, | |
| | | | 1 block | |
'-----------------------------------------------------------------------------'
__ _ ___ _ _ _
/ _\| |__ ___ _ __ _ __ _ _ / __\(_) _ __ | | __(_) _ __
\ \ | '_ \ / _ \| '__|| '__|| | | | /__\//| || '__|| |/ /| || '_ \
_\ \| | | || __/| | | | | |_| | / \/ \| || | | < | || | | |
\__/|_| |_| \___||_| |_| \__, | \_____/|_||_| |_|\_\|_||_| |_|
|___/
.-----------------------------------------------------------------------------.
| B A S I C M E L E E S |
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT | STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Roundhouse | Light Stun | Melee button from | 1 block | 250 |
| | | front of enemy | | |
|-----------------------------------------------------------------------------|
| Sweep Kick | Heavy Stun | Melee button from | 1 block | 800 |
| | (Front) | front of enemy | | |
| | Partner Assist | | | |
| | Melee | | | |
|-----------------------------------------------------------------------------|
| Face Buster| Heavy Stun (Back)| Melee button from | 1 block | |
| | Head Stun (Back) | behind enemy | | |
| | Stealth Melee | | | |
|-----------------------------------------------------------------------------|
| Kick Off | Head Stun | Melee button from | 1 block | |
| | | front of enemy | | |
|-----------------------------------------------------------------------------|
| Stomp | Ground | Melee button over | 1 block | 500 |
| | | fallen enemy | | |
| | | (critical on head) | | |
|-----------------------------------------------------------------------------|
| Back Kick | No Stun | Melee button with | 1 block | |
| | | back facing enemy | | |
|-----------------------------------------------------------------------------|
| Jump Kick | No Stun | Melee button during | 1 block | |
| | | dash | | |
|-----------------------------------------------------------------------------|
| Slide | No Stun | Aiming button during| 1 block | |
| | | dash | | |
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun | Melee button twice | 0 blocks, | |
| | | | 1 block | |
|-----------------------------------------------------------------------------|
| Weak Kick | No Stun | Melee button while | 0 blocks | |
| | | out of stamina | | |
|-----------------------------------------------------------------------------|
| Breakable | No Stun | Melee near breakable| 0 blocks | |
| Object | | object | | |
| Kick | | | | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| S T U N R O D M E L E E S |
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT | STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Stun Rod | Ground | Melee button over | 1 block | |
| Ground Hit | | fallen enemy | | |
| | | (critical on head) | | |
|-----------------------------------------------------------------------------|
| Stun Rod | No Stun | Hold L1/LT and tap | 0 blocks | |
| Combo | | R1/RT twice | | |
|-----------------------------------------------------------------------------|
| Stun Rod | No Stun | Hold L1/LT then hold| 0 blocks | |
| Charge Hit | | R1/RT * | | |
|-----------------------------------------------------------------------------|
| Stun Rod | No Stun | Quick shot | 1 block | |
| Forward | | (L1+R1/LT+RT) | | |
| Strike | | | | |
|-----------------------------------------------------------------------------|
| Stun Rod | No Stun | Hold L1/LT then left| 0 blocks | |
| Dodge | | thumbstick back + | | |
| Strike | | R1/RT | | |
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun | Melee button twice | 0 blocks, | |
| | | | 1 block | |
'-----------------------------------------------------------------------------'
* The Stun Rod Charge Hit can also be performed during a normal stun rod combo
or while holding L1/LT and pressing Back + X/A. Just hold down the R1/RT
button at those times.
.-----------------------------------------------------------------------------.
| O N E - H A N D E D G U N M E L E E S |
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT | STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Stomp | Ground | Melee button over | 1 block | 500 |
| | | fallen enemy | | |
| | | (critical on head) | | |
|-----------------------------------------------------------------------------|
| Auto-aim | No Stun | Quick shot | 1 block | |
| Shot | | (L1+R1/LT+RT) | | |
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun | Melee button twice | 0 blocks, | |
| | | | 1 block | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| T W O - H A N D E D G U N M E L E E S |
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT | STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Weapon | Ground | Melee button over | 1 block | |
| Smash | | fallen enemy | | |
| | | (critical on head) | | |
|-----------------------------------------------------------------------------|
| Auto-aim | No Stun | Quick shot | 1 block | |
| Shot | | (L1+R1/LT+RT) | | |
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun | Melee button twice | 0 blocks, | |
| | | | 1 block | |
'-----------------------------------------------------------------------------'
__ __ _
/ / ___ ___ _ __ / _\ /\ /\ ___ _ __ _ __ ___ __| | _ _
/ / / _ \ / _ \ | '_ \ \ \ / //_// _ \| '_ \ | '_ \ / _ \ / _` || | | |
/ /___| __/| (_) || | | |_\ \ _ / __ \| __/| | | || | | || __/| (_| || |_| |
\____/ \___| \___/ |_| |_|\__/(_)\/ \/ \___||_| |_||_| |_| \___| \__,_| \__, |
|___/
.-----------------------------------------------------------------------------.
| B A S I C M E L E E S |
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT | STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Roundhouse | Light Stun | Melee button from | 1 block | 250 |
| | | front of enemy | | |
|-----------------------------------------------------------------------------|
| Judo Kick | Heavy Stun | Melee button from | 1 block | 800 |
| | (Front) | front of enemy | | |
| | Partner Assist | | | |
| | Melee | | | |
|-----------------------------------------------------------------------------|
| Bulldog | Heavy Stun (Back)| Melee button from | 1 block | |
| Headlock | Head Stun (Back) | behind enemy | | |
| | Stealth Melee | | | |
|-----------------------------------------------------------------------------|
| Judo Arm | Head Stun | Melee button from | 1 block | |
| Takedown | | front of enemy | | |
|-----------------------------------------------------------------------------|
| Stomp | Ground | Melee button over | 1 block | 500 |
| | | fallen enemy | | |
| | | (critical on head) | | |
|-----------------------------------------------------------------------------|
| Elbow | No Stun | Melee button with | 1 block | |
| | | back facing enemy | | |
|-----------------------------------------------------------------------------|
| Shoulder | No Stun | Melee button during | 1 block | |
| Ram | | dash | | |
|-----------------------------------------------------------------------------|
| Slide | No Stun | Aiming button during| 1 block | |
| | | dash | | |
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun | Melee button twice | 0 blocks, | |
| | | | 1 block | |
|-----------------------------------------------------------------------------|
| Weak Kick | No Stun | Melee button while | 0 blocks | |
| | | out of stamina | | |
|-----------------------------------------------------------------------------|
| Breakable | No Stun | Melee near breakable| 0 blocks | |
| Object | | object | | |
| Kick | | | | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| S U R V I V A L K N I F E M E L E E S |
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT | STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Ground Stab| Ground | Melee button over | 1 block | |
| | | fallen enemy | | |
| | | (critical on head) | | |
|-----------------------------------------------------------------------------|
| Knife Slash| No Stun | Hold L1/LT and tap | 0 blocks | |
| | | R1/RT | | |
|-----------------------------------------------------------------------------|
| Auto-track | No Stun | Quick shot | 1 block | |
| Knife Slash| | (L1+R1/LT+RT) | | |
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun | Melee button twice | 0 blocks, | |
| | | | 1 block | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| O N E - H A N D E D G U N M E L E E S |
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT | STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Stomp | Ground | Melee button over | 1 block | 500 |
| | | fallen enemy | | |
| | | (critical on head) | | |
|-----------------------------------------------------------------------------|
| Auto-aim | No Stun | Quick shot | 1 block | |
| Shot | | (L1+R1/LT+RT) | | |
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun | Melee button twice | 0 blocks, | |
| | | | 1 block | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| T W O - H A N D E D G U N M E L E E S |
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT | STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Weapon | Ground | Melee button over | 1 block | |
| Smash | | fallen enemy | | |
| | | (critical on head) | | |
|-----------------------------------------------------------------------------|
| Auto-aim | No Stun | Quick shot | 1 block | |
| Shot | | (L1+R1/LT+RT) | | |
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun | Melee button twice | 0 blocks, | |
| | | | 1 block | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| W I N G S H O O T E R M E L E E S |
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT | STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Auto-aim | No Stun | Quick shot | 1 block, | |
| Shot Combo | | (L1+R1/LT+RT while | 1 block, | |
| | | dual wielding then | 0 blocks, | |
| | | hold L1/LT then tap | 0 blocks, | |
| | | R1/RT four times) | 0 blocks | |
'-----------------------------------------------------------------------------'
_
/\ /\ ___ | | ___ _ __ __ _ /\ /\ __ _ _ __ _ __ ___ _ __
/ /_/ // _ \| | / _ \| '_ \ / _` | / /_/ // _` || '__|| '_ \ / _ \| '__|
/ __ /| __/| || __/| | | || (_| | / __ /| (_| || | | |_) || __/| |
\/ /_/ \___||_| \___||_| |_| \__,_| \/ /_/ \__,_||_| | .__/ \___||_|
|_|
.-----------------------------------------------------------------------------.
| B A S I C M E L E E S |
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT | STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Roundhouse | Light Stun | Melee button from | 1 block | 250 |
| | | front of enemy | | |
|-----------------------------------------------------------------------------|
| Drop Kick | Heavy Stun | Melee button from | 1 block | 800 |
| | (Front) | front of enemy | | |
| | Partner Assist | | | |
| | Melee | | | |
|-----------------------------------------------------------------------------|
| Face Smash | Heavy Stun (Back)| Melee button from | 1 block | |
| | Head Stun (Back) | behind enemy | | |
| | Stealth Melee | | | |
|-----------------------------------------------------------------------------|
| Head | Head Stun | Melee button from | 1 block | |
| Scissor | | front of enemy | | |
|-----------------------------------------------------------------------------|
| Stomp | Ground | Melee button over | 1 block | 500 |
| | | fallen enemy | | |
| | | (critical on head) | | |
|-----------------------------------------------------------------------------|
| Back Kick | No Stun | Melee button with | 1 block | |
| | | back facing enemy | | |
|-----------------------------------------------------------------------------|
| Jump Kick | No Stun | Melee button during | 1 block | |
| | | dash | | |
|-----------------------------------------------------------------------------|
| Slide | No Stun | Aiming button during| 1 block | |
| | | dash | | |
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun | Melee button twice | 0 blocks, | |
| | | | 1 block | |
|-----------------------------------------------------------------------------|
| Weak Kick | No Stun | Melee button while | 0 blocks | |
| | | out of stamina | | |
|-----------------------------------------------------------------------------|
| Breakable | No Stun | Melee near breakable| 0 blocks | |
| Object | | object | | |
| Kick | | | | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| O N E - H A N D E D G U N M E L E E S |
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT | STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Stomp | Ground | Melee button over | 1 block | 500 |
| | | fallen enemy | | |
| | | (critical on head) | | |
|-----------------------------------------------------------------------------|
| Auto-aim | No Stun | Quick shot | 1 block | |
| Shot | | (L1+R1/LT+RT) | | |
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun | Melee button twice | 0 blocks, | |
| | | | 1 block | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| T W O - H A N D E D G U N M E L E E S |
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT | STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Weapon | Ground | Melee button over | 1 block | |
| Smash | | fallen enemy | | |
| | | (critical on head) | | |
|-----------------------------------------------------------------------------|
| Auto-aim | No Stun | Quick shot | 1 block | |
| Shot | | (L1+R1/LT+RT) | | |
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun | Melee button twice | 0 blocks, | |
| | | | 1 block | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| H Y D R A M E L E E S |
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT | STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Auto-aim | No Stun | Quick shot | 1 block | |
| Roll and | | (L1+R1/LT+RT) | | |
| Shoot * | | | | |
'-----------------------------------------------------------------------------'
* Helena will roll toward the closest long range enemy and fire. If she is
close to the enemy, she will stand in place and shoot. She will only roll
when at long to mid-range from an enemy.
_ _ __ __
/_\ __| | __ _ / / /\ \ \ ___ _ __ __ _
//_\\ / _` | / _` | \ \/ \/ // _ \ | '_ \ / _` |
/ _ \| (_| || (_| | \ /\ /| (_) || | | || (_| |
\_/ \_/ \__,_| \__,_| \/ \/ \___/ |_| |_| \__, |
|___/
.-----------------------------------------------------------------------------.
| B A S I C M E L E E S |
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT | STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Jumping | Light Stun | Melee button from | 1 block | 250 |
| Roundhouse | | front of enemy | | |
|-----------------------------------------------------------------------------|
| Flip Kick | Heavy Stun | Melee button from | 1 block | 800 |
| | (Front) | front of enemy | | |
| | Partner Assist | | | |
| | Melee | | | |
|-----------------------------------------------------------------------------|
| Leg Face | Heavy Stun (Back)| Melee button from | 1 block | |
| Slam | Head Stun (Back) | behind enemy | | |
| | Stealth Melee | | | |
|-----------------------------------------------------------------------------|
| Leg | Head Stun | Melee button from | 1 block | |
| Takedown | | front of enemy | | |
|-----------------------------------------------------------------------------|
| Stomp | Ground | Melee button over | 1 block | 500 |
| | | fallen enemy | | |
| | | (critical on head) | | |
|-----------------------------------------------------------------------------|
| Back Kick | No Stun | Melee button with | 1 block | |
| | | back facing enemy | | |
|-----------------------------------------------------------------------------|
| Jump Kick | No Stun | Melee button during | 1 block | |
| | | dash | | |
|-----------------------------------------------------------------------------|
| Slide | No Stun | Aiming button during| 1 block | |
| | | dash | | |
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun | Melee button twice | 0 blocks, | |
| | | | 1 block | |
|-----------------------------------------------------------------------------|
| Weak Kick | No Stun | Melee button while | 0 blocks | |
| | | out of stamina | | |
|-----------------------------------------------------------------------------|
| Breakable | No Stun | Melee near breakable| 0 blocks | |
| Object | | object | | |
| Kick | | | | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| O N E - H A N D E D G U N M E L E E S |
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT | STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Stomp | Ground | Melee button over | 1 block | 500 |
| | | fallen enemy | | |
| | | (critical on head) | | |
|-----------------------------------------------------------------------------|
| Auto-aim | No Stun | Quick shot | 1 block | |
| Shot | | (L1+R1/LT+RT) | | |
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun | Melee button twice | 0 blocks, | |
| | | | 1 block | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| T W O - H A N D E D G U N M E L E E S |
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT | STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Weapon | Ground | Melee button over | 1 block | |
| Smash | | fallen enemy | | |
| | | (critical on head) | | |
|-----------------------------------------------------------------------------|
| Auto-aim | No Stun | Quick shot | 1 block | |
| Shot | | (L1+R1/LT+RT) | | |
|-----------------------------------------------------------------------------|
| Melee Combo| No Stun | Melee button twice | 0 blocks, | |
| | | | 1 block | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| C R O S S B O W M E L E E S |
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT | STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Auto-aim | No Stun | Quick shot | 1 block | |
| Back Flip | | (L1+R1/LT+RT) | | |
| Shot * | | | | |
'-----------------------------------------------------------------------------'
* Ada will back flip and shoot an arrow from her crossbow. The arrow will
often pin an enemy to a wall.
___ _ _ _
/___\| |_ | |__ ___ _ __ /\/\ ___ | | ___ ___ ___
// //| __|| '_ \ / _ \| '__| / \ / _ \| | / _ \ / _ \/ __|
/ \_// | |_ | | | || __/| | / /\/\ \| __/| || __/| __/\__ \
\___/ \__||_| |_| \___||_| \/ \/ \___||_| \___| \___||___/
.-----------------------------------------------------------------------------.
| E N V I R O N M E N T A L M E L E E S |
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT | STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Wall Smash | Any Stun | Melee button from | 1 block | |
| | | front or back of | | |
| | | enemy | | |
|-----------------------------------------------------------------------------|
| Railing/ | Any Stun | Melee button from | 1 block | |
| Object | (Front) | front or back of | | |
| Smash | Partner Assist | enemy | | |
| | Melee | | | |
|-----------------------------------------------------------------------------|
| Toss Off | Any Stun | Melee button from | 1 block | |
| Railing | (Near Railing) | front or back of | | |
| | Stealth Melee | enemy | | |
| | (Near Railing) | | | |
|-----------------------------------------------------------------------------|
| Push Off | Any Stun (Near | Melee button from | 1 block | |
| Ledge | Ledge With No | front of enemy | | |
| | Railing) | | | |
|-----------------------------------------------------------------------------|
| Kick Off | Any Stun (Near | Melee button from | 1 block | |
| Ledge | Ledge With No | behind enemy | | |
| | Railing) | | | |
|-----------------------------------------------------------------------------|
| Grab Legs | No Stun (Below | Melee button near | 1 block | |
| and Pull | Enemy That Is On | enemy's legs | | |
| | Raised Platform) | | | |
|-----------------------------------------------------------------------------|
| Falling | No Stun (Above | Melee button near | 1 block | |
| Face Slam | Enemy That Is | enemy's legs | | |
| | Below Your | | | |
| | Character's | | | |
| | Raised Platform) | | | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| C O V E R M E L E E S |
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT | STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Neck Break | No Stun | Melee button from | 1 block | |
| | | behind wall near | | |
| | | near enemy (while | | |
| | | holding L1/LT to | | |
| | | take cover) | | |
|-----------------------------------------------------------------------------|
| Face Smash | No Stun | Melee button from | 1 block | |
| | | behind low object | | |
| | | or wall near enemy | | |
| | | while holding L1/LT | | |
| | | to take cover) | | |
'-----------------------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| P A R T N E R A S S I S T M E L E E S |
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT | STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Partner | No Stun (partner | Partner Assist | 1 block | 800 |
| Assist | must be grabbed) | near grabbed partner| | |
| Melee * | | | | |
'-----------------------------------------------------------------------------'
* The partner assist melee for all characters will be their frontal heavy stun
melee (Chris = Straight punch, Piers = Uppercut, etc.). In some cases, the
partner assist melee will be a character's light stun melee (Chris =
backhand, Piers = Roundhouse, etc.)
.-----------------------------------------------------------------------------.
| E N E M Y S P E C I C M E L E E S |
|=============================================================================|
| MELEE NAME | STUN TYPE NEEDED | INPUT | STAMINA USED | DAMAGE |
|-----------------------------------------------------------------------------|
| Wing Tear | Ground | Melee button while | 1 block | KILL |
| (Noga-Let)*| | facing wings of | | |
| | | grounded Noga-Let | | |
| | | (flash grenade | | |
| | | instantly grounds) | | |
|-----------------------------------------------------------------------------|
| Pincher | Ground | Melee button while | 1 block | KILL |
| Tear | | facing pincher head | | |
| (Glava- | | of grounded Glava- | | |
| Smech)** | | Smech | | |
'-----------------------------------------------------------------------------'
* Noga-Lets are J'avo leg mutations where the legs turn into wings and the
J'avo flies with its torso hanging below its wings.
** Glava-Smech are J'avo head mutations where the head turns into a pincher
with an orange core in the middle of the pinchers.
[BS05]
-------------------------------------------------------------------------------
C A M P A I G N S K I L L L I S T
-------------------------------------------------------------------------------
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
=============
Skills Basics
=============
Skills are extra boosts that can be equipped to each character to upgrade their
attributes. Skills can be bought in campaign mode after finishing one chapter.
From the "Play Game" menu, choose "Campaign" and then "Skill Settings" to see a
list of available skills.
=================
Purchasing Skills
=================
In order to purchase skills, a player must collect skill points. Skill points
are dropped from enemies and some of them are found in item chests throughout
the campaign. The enemy difficulty will determine the amount of skill points
dropped by each particular enemy. Skill points are represented by a chess
piece.
Skill points increase a player's overall skill point amount for every mode.
Campaign, The Mercenaries and Agent Hunt Mode all have their separate lists of
skills but all skills can be bought with skill points obtained from other
modes.
The following is a list of skill point items that can be collected:
.---------------------------------.
| Skill Point Type | Point Amount |
|=================================|
| Pawn | 50 |
| Knight | 100 |
| Bishop | 300 |
| Rook (Bronze) | 500 |
| Rook (Silver) | 1500 |
| Rook (Gold) | 3000 |
| Queen (Bronze) | 1000 |
| Queen (Silver) | 2500 |
| Queen (Gold) | 5000 |
| King (Bronze) | 2000 |
| King (Silver) | 4000 |
| King (Gold) | 10000 |
'---------------------------------'
================
Equipping Skills
================
A player will have a list of eight slots that can be filled with three skills
each. Up to three skills can be equipped to a character at a time in campaign
mode. The actual skill menu cannot be selected during gameplay, so it's good
to fill all eight slots with different varieties of skill listings since these
slots can be pulled up from the gameplay menu by pressing and equipped during
gameplay. To equip a set of skills during gameplay, press the Select/Back
button then choose the "Equip Skills" menu to showcase a list of your eight
skill slots.
==================
Recommended Skills
==================
Really, there is no right or wrong skill to pick - the types of skills that a
player will use basically depends on what type of player you are. Do you like
to blast enemies or do you like to clobber them with melees? Here's a few
examples of setups for player types.
-- Shotgun Player
o Firearm Lv.3 (greater damage for guns)
o Quick Reload (faster reload animation)
o Shotgun Shell Pickup (better chance at receiving shotgun ammo)
-- Sniper Rifle Player
o Firearm Lv.3 (greater damage for guns)
o Eagle Eye (gain an extra level of zoom for all sniper rifles)
o Rifle Ammo Pickup Increase (better chance at receiving rifle ammo)
-- Melee Player
o Melee Lv.3 (greater damage for melee attacks)
o Combat Gauge Boost Lv.2 (more stamina for combat gauge)
o Defense Lv.3 (greater defense against enemy attacks)
-- Player that Gets Hit a Bunch
o Defense Lv.3 (greater defense against enemy attacks)
o Field Medic Lv.2 (AI partner gives 2-3 health tablets per revival)
o Breakout (decrease thumbstick shakes when grabbed or attacked)
Out of all skills, I highly recommend having a look at these two:
o Field Medic Lv.2 (AI partner gives 2-3 health tablets per revival)
o Combat Gauge Boost Lv.2 (more stamina for combat gauge)
Combat Gauge Boost Lv.2 allows a player to have a total of ten bars of stamina
on the combat gauge instead of only five. This means that player doesn't even
really have to worry about losing stamina as much! With how powerful melee is
and the amount of invincibility frames that RE6 melee still has, this skill is
highly recommended. Combat Gauge Boost goes great with Melee Lv.3 - a player
will have added damage per melee and the ability to spam melee even more!
Field Medic Lv.2 is plain broken if you ask me. This skill makes the AI
partner give your character 2-3 health tablets for EVERY revival out of dying
status. This basically means you don't even have to carry around herb tablets
or first aid sprays! This is definitely a skill to use on Professional
difficulty.
==========
Skill List
==========
The following is a listing of each skill for campaign mode in Resident Evil 6.
Skills for The Mercenaries and Agent Hunt mode are found in my smaller guide
for those modes.
-- Arrow Pickup Increase
How to unlock: Unlocked by default
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 20000 | Increases the drop rate of normal and pipe bomb |
| | | arrows |
'-----------------------------------------------------------------------------'
-- AR Ammo Pickup Increase
How to unlock: Unlocked by default
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 8000 | Increases the drop rate of 5.56 NATO ammo |
'-----------------------------------------------------------------------------'
-- Assault Rifle Master
How to unlock: Defeat a total of 1500 enemies with any assault rifle
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 37000 | Increases the damage of the Assault Rifle for |
| | | Special Tactics, Bear Commander and Assault Rifle|
| | | RN by 100% |
'-----------------------------------------------------------------------------'
-- Breakout
How to unlock: Unlocked by default
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 2800 | Amount of rotations needed to break out of enemy |
| | | grabs is reduced |
'-----------------------------------------------------------------------------'
-- Crossbow Master
How to unlock: Defeat a total of 800 enemies with any crossbow
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 40000 | Increases the damage of the Crossbow by 100% |
'-----------------------------------------------------------------------------'
-- Combat Gauge Boost
How to unlock: Unlocked by default
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 70000 | Increases combat gauge to 8 blocks of stamina |
|-----------------------------------------------------------------------------|
| 02 | 90000 | Increases combat gauge to 10 blocks of stamina |
'-----------------------------------------------------------------------------'
-- Critical Hit
How to unlock: Unlocked by default
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 3500 | Increases chance of critical hit by 50% |
|-----------------------------------------------------------------------------|
| 02 | 13000 | Increases chance of critical hit by 75% |
|-----------------------------------------------------------------------------|
| 03 | 32000 | Increases chance of critical hit by 100% |
'-----------------------------------------------------------------------------'
-- Defense
How to unlock: Unlocked by default
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 3200 | Enemies attacks take 20% less damage |
|-----------------------------------------------------------------------------|
| 02 | 28000 | Enemies attacks take 30% less damage |
|-----------------------------------------------------------------------------|
| 03 | 80000 | Enemies attacks take 50% less damage |
'-----------------------------------------------------------------------------'
-- Eagle Eye
How to unlock: Unlocked by default
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 3000 | Gain an extra level of zoom on all sniper rifles |
'-----------------------------------------------------------------------------'
* Extra level of zoom is given to anti-materiel rifle, semi-auto sniper rifle
and sniper rifle
-- Field Medic
How to unlock: Unlocked by default
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 12000 | Partner gives your character 1-2 health tablets |
| | | for each revival (AI partner in single player) |
|-----------------------------------------------------------------------------|
| 02 | 95000 | Partner gives your character 2-3 health tablets |
| | | for each revival (AI partner in single player) |
'-----------------------------------------------------------------------------'
-- Firearm
How to unlock: Unlocked by default
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 12000 | Increases damage of guns by 10% |
|-----------------------------------------------------------------------------|
| 02 | 29000 | Increases damage of guns by 20% |
|-----------------------------------------------------------------------------|
| 03 | 75000 | Increases damage of guns by 50% |
'-----------------------------------------------------------------------------'
-- Grenade Launcher Master
How to unlock: Defeat a total of 800 enemies with any grenade launcher
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 40000 | Increases the damage of the Grenade Launcher and |
| | | the Bear Commander's alternate fire (grenade |
| | | launcher) by 100% |
'-----------------------------------------------------------------------------'
-- Grenade Pickup Increase
How to unlock: Unlocked by default
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 22000 | Increases the drop rate of 40mm explosive, acid, |
| | | and nitrogen rounds |
'-----------------------------------------------------------------------------'
-- Grenade Power-Up
How to unlock: Defeat a total of 800 enemies with thrown grenades
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 40000 | Increases the power of hand, flash and incendiary|
| | | grenades by 100% |
'-----------------------------------------------------------------------------'
-- Handgun Master
How to unlock: Defeat a total of 1500 enemies with any handgun
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 37000 | Increases the damage of the Nine-Oh-Nine, Triple |
| | | Shot, Wing Shooter and Picador by 100% |
'-----------------------------------------------------------------------------'
-- Infinite Assault Rifle
How to unlock: Complete all campaigns (Chris, Jake, Leon and Ada's campaign)
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 89000 | Infinite ammo for the Assault Rifle for Special |
| | | Tactics, Bear Commander and Assault Rifle RN |
'-----------------------------------------------------------------------------'
-- Infinite Crossbow
How to unlock: Complete all campaigns (Chris, Jake, Leon and Ada's campaign)
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 79000 | Infinite ammo for the Crossbow |
'-----------------------------------------------------------------------------'
-- Infinite Grenade Launcher
How to unlock: Complete all campaigns (Chris, Jake, Leon and Ada's campaign)
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 99000 | Infinite ammo for the Grenade Launcher and Bear |
| | | Commander's alternate fire (grenade launcher) |
'-----------------------------------------------------------------------------'
-- Infinite Handgun
How to unlock: Complete all campaigns (Chris, Jake, Leon and Ada's campaign)
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 79000 | Infinite ammo for the Nine-Oh-Nine, Triple Shot |
| | | Wing Shooter and Picador |
'-----------------------------------------------------------------------------'
-- Infinite Machine Pistol
How to unlock: Complete all campaigns (Chris, Jake, Leon and Ada's campaign)
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 89000 | Infinite ammo for the MP-AF and Ammo Box 50 |
'-----------------------------------------------------------------------------'
-- Infinite Magnum
How to unlock: Complete all campaigns (Chris, Jake, Leon and Ada's campaign)
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 99000 | Infinite ammo for the Elephant Killer and |
| | | Lightning Hawk |
'-----------------------------------------------------------------------------'
-- Infinite Shotgun
How to unlock: Complete all campaigns (Chris, Jake, Leon and Ada's campaign)
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 89000 | Infinite ammo for the Assault Shotgun and Shotgun|
'-----------------------------------------------------------------------------'
-- Infinite Sniper Rifle
How to unlock: Complete all campaigns (Chris, Jake, Leon and Ada's campaign)
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 79000 | Infinite ammo for the Semi-Auto Sniper Rifle and |
| | | Sniper Rifle |
'-----------------------------------------------------------------------------'
-- Item Drop Increase
How to unlock: Unlocked by default
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 3500 | Increases item drop rate from defeated enemies |
'-----------------------------------------------------------------------------'
-- J'avo Killer
How to unlock: Kill 30 J'avo
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 3000 | Increases strength of attacks on J'avo by 20% |
|-----------------------------------------------------------------------------|
| 02 | 25000 | Increases strength of attacks on J'avo by 50% |
'-----------------------------------------------------------------------------'
-- Last Shot
How to unlock: Unlocked by default
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 55000 | Increases the power of last bullet in a clip by |
| | | 300% |
'-----------------------------------------------------------------------------'
-- Lock-On
How to unlock: Unlocked by default
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 2800 | Laser sighting moves less when aiming |
|-----------------------------------------------------------------------------|
| 02 | 31000 | Laser sighting moves much less when aiming |
'-----------------------------------------------------------------------------'
-- One Wolf
How to unlock: Unlocked by default
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 100 | The partner will not help your character |
| | | (AI partner in single player) |
'-----------------------------------------------------------------------------'
-- Machine Pistol Master
How to unlock: Defeat a total of 1500 enemies with any machine pistol
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 38000 | Increases the damage of the MP-AF and Ammo Box 50|
| | | by 100% |
'-----------------------------------------------------------------------------'
-- Magnum Ammo Pickup Increase
How to unlock: Unlocked by default
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 25000 | Increases the drop rate of .50 Action-Express and|
| | | .500 S&W Magnum ammo |
'-----------------------------------------------------------------------------'
-- Magnum Master
How to unlock: Defeat a total of 800 enemies with any magnum
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 40000 | Increases the damage of the Elephant Killer and |
| | | Lightning Hawk by 100% |
'-----------------------------------------------------------------------------'
-- Melee
How to unlock: Unlocked by default
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 10000 | Increases damage of melee attack* by 10% |
|-----------------------------------------------------------------------------|
| 02 | 25000 | Increases damage of melee attack* by 20% |
|-----------------------------------------------------------------------------|
| 03 | 75000 | Increases damage of melee attack* by 50% |
'-----------------------------------------------------------------------------'
* Melee attack includes basic melee attacks, stun rod attacks, combat knife
attacks, survival knife attacks and hand-to-hand attacks.
-- Piercing
How to unlock: Unlocked by default
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 12000 | Increases piercing potential by 1 |
|-----------------------------------------------------------------------------|
| 02 | 28000 | Increases piercing potential by 2 |
|-----------------------------------------------------------------------------|
| 03 | 55000 | Increases piercing potential by 3 |
'-----------------------------------------------------------------------------'
* Piercing for Crossbow and Grenade Launcher is not affected by this skill.
-- Quick Reload
How to unlock: Unlocked by default
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 10000 | Reload speed increased by 20% for all weapons |
'-----------------------------------------------------------------------------'
-- Recovery
How to unlock: Unlocked by default
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 10000 | Red bar in dying status fills up in 10 seconds |
| | | instead of 15 seconds |
|-----------------------------------------------------------------------------|
| 02 | 70000 | Red bar in dying status fills up in 10 seconds |
| | | instead of 15 seconds |
'-----------------------------------------------------------------------------'
-- Rifle Ammo Pickup Increase
How to unlock: Unlocked by default
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 8000 | Increases the drop rate of 7.62 NATO ammo and |
| | | 12.7mm ammo |
'-----------------------------------------------------------------------------'
-- Rock Steady
How to unlock: Unlocked by default
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 3500 | Targeting cursor moves less when shooting |
|-----------------------------------------------------------------------------|
| 02 | 33000 | Targeting cursor moves much less when shooting |
'-----------------------------------------------------------------------------'
-- Shooting Wild
How to unlock: Unlocked by default
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 65000 | Removes laser sighting and sniper score but |
| | | increases weapon damage by 50% |
'-----------------------------------------------------------------------------'
-- Shotgun Master
How to unlock: Defeat a total of 1000 enemies with any shotgun
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 38000 | Increases the damage of the Assault Shotgun and |
| | | Shotgun by 100% |
'-----------------------------------------------------------------------------'
-- Shotgun Shell Pickup Increase
How to unlock: Unlocked by default
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 8000 | Increases the drop rate of 10-gauge and 12-gauge |
| | | shotgun shells |
'-----------------------------------------------------------------------------'
-- Sniper Master
How to unlock: Defeat a total of 1000 enemies with any sniper rifle
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 39000 | Increases the damage of the Semi-Auto Sniper |
| | | Sniper Rifle and Sniper Rifle by 100% |
'-----------------------------------------------------------------------------'
-- Team-Up
How to unlock: Unlocked by default
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 14000 | Increases damage of partner attacks when your |
| | | character is nearby (AI partner in single player)|
'-----------------------------------------------------------------------------'
* Damage is increased when the partner is within 5 meters of your character.
-- Zombie Killer
How to unlock: Kill 30 Zombies
.-----------------------------------------------------------------------------.
| Level | Skill Point Cost | Details |
|=============================================================================|
| 01 | 3000 | Increases strength of attacks on Zombies by 20% |
|-----------------------------------------------------------------------------|
| 02 | 25000 | Increases strength of attacks on Zombies by 50% |
'-----------------------------------------------------------------------------'
[BS06]
-------------------------------------------------------------------------------
R A N K I N G I N F O R M A T I O N
-------------------------------------------------------------------------------
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
After finishing a chapter in the campaign of Resident Evil 6, a player will
receive a rank based on four different categories of how the person played. A
player will get a rank on accuracy per shot fired, the amount of player deaths,
full chapter clear time, and the amount of enemies killed in the chapter. The
rank per category will give a player a certain amount of points for each
category based on the letter rank.
The table below shows the amount of points a player will receive per category
rank:
.--------------------------------------------------------------.
| POINTS RECEIVED PER RANK |
|==============================================================|
| RANK | A | B | C | D |
| POINT AMOUNT | 25 points | 20 points | 15 points | 10 points |
'--------------------------------------------------------------'
Once the points are tallied, a player will receive one final rank based on the
player's overall performance in that chapter. The final rank will depend on
the total amount of points that was earned per category. The total amount of
points needed to receive each of the six possible letter rankings is listed
below.
.-----------------------------------------------------------------------------.
| TOTAL RANK POINTS FOR FINAL SCORE |
|=============================================================================|
| RANK | S | A | B | C | D | E |
| TOTAL POINTS | 100 pts | 90 pts | 75 pts | 55 pts | 45 pts | 44 pts or less |
'-----------------------------------------------------------------------------'
The tables below show the ranking requirements for each chapter of the four
campaigns of Resident Evil 6. Use the two tables above to figure out what
score it will take to get a certain final letter rank. For instance, for
Chris, Chapter 1, if I got an A for Accuracy, an A for Deaths, a B for Clear
Time and a C for Enemies Routed, my total rank would be (25+25+20+15 = 85) a B-
rank.
NOTE: The following tables are also listed in the campaign walkthrough.
-- RANKING REQUIREMENTS - Chris, Chapter 1
.-----------------------------------------------------------------------------.
| RANK | ACCURACY | DEATHS | CLEAR TIME | ENEMIES ROUTED |
|=============================================================================|
| A | 70% or more | 2 or less | 80 minutes or less | 70 enemies or more |
| B | 60% | 3 | 90 minutes | 50 enemies |
| C | 50% | 5 | 100 minutes | 40 enemies |
| D | 49% or less | 6 or more | 101 minutes or more | 39 enemies or less |
'-----------------------------------------------------------------------------'
-- RANKING REQUIREMENTS - Chris, Chapter 2
.-----------------------------------------------------------------------------.
| RANK | ACCURACY | DEATHS | CLEAR TIME | ENEMIES ROUTED |
|=============================================================================|
| A | 70% or more | 2 or less | 90 minutes or less | 70 enemies or more |
| B | 60% | 5 | 110 minutes | 60 enemies |
| C | 50% | 7 | 120 minutes | 40 enemies |
| D | 49% or less | 8 or more | 121 minutes or more | 39 enemies or less |
'-----------------------------------------------------------------------------'
-- RANKING REQUIREMENTS - Chris, Chapter 3
.-----------------------------------------------------------------------------.
| RANK | ACCURACY | DEATHS | CLEAR TIME | ENEMIES ROUTED |
|=============================================================================|
| A | 70% or more | 2 or less | 85 minutes or less | 55 enemies or more |
| B | 60% | 4 | 105 minutes | 40 enemies |
| C | 50% | 7 | 130 minutes | 25 enemies |
| D | 49% or less | 8 or more | 131 minutes or more | 24 enemies or less |
'-----------------------------------------------------------------------------'
-- RANKING REQUIREMENTS - Chris, Chapter 4
.-----------------------------------------------------------------------------.
| RANK | ACCURACY | DEATHS | CLEAR TIME | ENEMIES ROUTED |
|=============================================================================|
| A | 70% or more | 2 or less | 75 minutes or less | 55 enemies or more |
| B | 60% | 4 | 90 minutes | 45 enemies |
| C | 50% | 7 | 120 minutes | 35 enemies |
| D | 49% or less | 8 or more | 121 minutes or more | 34 enemies or less |
'-----------------------------------------------------------------------------'
-- RANKING REQUIREMENTS - Chris, Chapter 5
.-----------------------------------------------------------------------------.
| RANK | ACCURACY | DEATHS | CLEAR TIME | ENEMIES ROUTED |
|=============================================================================|
| A | 70% or more | 3 or less | 80 minutes or less | 40 enemies or more |
| B | 60% | 5 | 110 minutes | 30 enemies |
| C | 50% | 9 | 120 minutes | 25 enemies |
| D | 49% or less | 10 or more| 121 minutes or more | 24 enemies or less |
'-----------------------------------------------------------------------------'
-- RANKING REQUIREMENTS - Jake, Chapter 1
.-----------------------------------------------------------------------------.
| RANK | ACCURACY | DEATHS | CLEAR TIME | ENEMIES ROUTED |
|=============================================================================|
| A | 70% or more | 2 or less | 60 minutes or less | 40 enemies or more |
| B | 60% | 5 | 85 minutes | 30 enemies |
| C | 50% | 7 | 105 minutes | 20 enemies |
| D | 49% or less | 8 or more | 106 minutes or more | 19 enemies or less |
'-----------------------------------------------------------------------------'
-- RANKING REQUIREMENTS - Jake, Chapter 2
.-----------------------------------------------------------------------------.
| RANK | ACCURACY | DEATHS | CLEAR TIME | ENEMIES ROUTED |
|=============================================================================|
| A | 70% or more | 5 or less | 60 minutes or less | 50 enemies or more |
| B | 60% | 7 | 80 minutes | 40 enemies |
| C | 50% | 9 | 110 minutes | 20 enemies |
| D | 49% or less | 10 or more| 111 minutes or more | 19 enemies or less |
'-----------------------------------------------------------------------------'
-- RANKING REQUIREMENTS - Jake, Chapter 3
.-----------------------------------------------------------------------------.
| RANK | ACCURACY | DEATHS | CLEAR TIME | ENEMIES ROUTED |
|=============================================================================|
| A | 70% or more | 2 or less | 60 minutes or less | 55 enemies or more |
| B | 60% | 3 | 80 minutes | 40 enemies |
| C | 50% | 5 | 110 minutes | 30 enemies |
| D | 49% or less | 6 or more | 111 minutes or more | 29 enemies or less |
'-----------------------------------------------------------------------------'
-- RANKING REQUIREMENTS - Jake, Chapter 4
.-----------------------------------------------------------------------------.
| RANK | ACCURACY | DEATHS | CLEAR TIME | ENEMIES ROUTED |
|=============================================================================|
| A | 70% or more | 5 or less | 60 minutes or less | 40 enemies or more |
| B | 60% | 7 | 110 minutes | 30 enemies |
| C | 50% | 9 | 140 minutes | 20 enemies |
| D | 49% or less | 10 or more| 141 minutes or more | 19 enemies or less |
'-----------------------------------------------------------------------------'
-- RANKING REQUIREMENTS - Jake, Chapter 5
.-----------------------------------------------------------------------------.
| RANK | ACCURACY | DEATHS | CLEAR TIME | ENEMIES ROUTED |
|=============================================================================|
| A | 70% or more | 2 or less | 55 minutes or less | 5 enemies or more |
| B | 60% | 3 | 85 minutes | 3 enemies |
| C | 50% | 5 | 110 minutes | 2 enemies |
| D | 49% or less | 6 or more | 111 minutes or more | 1 enemies or less |
'-----------------------------------------------------------------------------'
-- RANKING REQUIREMENTS - Leon, Chapter 1
.-----------------------------------------------------------------------------.
| RANK | ACCURACY | DEATHS | CLEAR TIME | ENEMIES ROUTED |
|=============================================================================|
| A | 70% or more | 2 or less | 85 minutes or less | 80 enemies or more |
| B | 60% | 5 | 110 minutes | 60 enemies |
| C | 50% | 7 | 130 minutes | 40 enemies |
| D | 49% or less | 8 or more | 131 minutes or more | 39 enemies or less |
'-----------------------------------------------------------------------------'
-- RANKING REQUIREMENTS - Leon, Chapter 2
.-----------------------------------------------------------------------------.
| RANK | ACCURACY | DEATHS | CLEAR TIME | ENEMIES ROUTED |
|=============================================================================|
| A | 70% or more | 2 or less | 80 minutes or less | 80 enemies or more |
| B | 60% | 5 | 100 minutes | 60 enemies |
| C | 50% | 7 | 120 minutes | 40 enemies |
| D | 49% or less | 8 or more | 121 minutes or more | 39 enemies or less |
'-----------------------------------------------------------------------------'
-- RANKING REQUIREMENTS - Leon, Chapter 3
.-----------------------------------------------------------------------------.
| RANK | ACCURACY | DEATHS | CLEAR TIME | ENEMIES ROUTED |
|=============================================================================|
| A | 70% or more | 2 or less | 55 minutes or less | 70 enemies or more |
| B | 60% | 5 | 80 minutes | 60 enemies |
| C | 50% | 9 | 100 minutes | 40 enemies |
| D | 49% or less | 10 or more| 101 minutes or more | 39 enemies or less |
'-----------------------------------------------------------------------------'
-- RANKING REQUIREMENTS - Leon, Chapter 4
.-----------------------------------------------------------------------------.
| RANK | ACCURACY | DEATHS | CLEAR TIME | ENEMIES ROUTED |
|=============================================================================|
| A | 70% or more | 2 or less | 75 minutes or less | 7 enemies or more |
| B | 60% | 5 | 90 minutes | 5 enemies |
| C | 50% | 9 | 110 minutes | 3 enemies |
| D | 49% or less | 10 or more| 111 minutes or more | 2 enemies or less |
'-----------------------------------------------------------------------------'
-- RANKING REQUIREMENTS - Leon, Chapter 5
.-----------------------------------------------------------------------------.
| RANK | ACCURACY | DEATHS | CLEAR TIME | ENEMIES ROUTED |
|=============================================================================|
| A | 70% or more | 2 or less | 65 minutes or less | 60 enemies or more |
| B | 60% | 3 | 80 minutes | 50 enemies |
| C | 50% | 5 | 120 minutes | 20 enemies |
| D | 49% or less | 6 or more | 121 minutes or more | 19 enemies or less |
'-----------------------------------------------------------------------------'
-- RANKING REQUIREMENTS - Ada, Chapter 1
.-----------------------------------------------------------------------------.
| RANK | ACCURACY | DEATHS | CLEAR TIME | ENEMIES ROUTED |
|=============================================================================|
| A | 70% or more | 2 or less | 50 minutes or less | 45 enemies or more |
| B | 60% | 3 | 90 minutes | 40 enemies |
| C | 50% | 5 | 110 minutes | 30 enemies |
| D | 49% or less | 6 or more | 111 minutes or more | 29 enemies or less |
'-----------------------------------------------------------------------------'
-- RANKING REQUIREMENTS - Ada, Chapter 2
.-----------------------------------------------------------------------------.
| RANK | ACCURACY | DEATHS | CLEAR TIME | ENEMIES ROUTED |
|=============================================================================|
| A | 70% or more | 2 or less | 45 minutes or less | 30 enemies or more |
| B | 60% | 3 | 70 minutes | 20 enemies |
| C | 50% | 5 | 90 minutes | 10 enemies |
| D | 49% or less | 6 or more | 91 minutes or more | 9 enemies or less |
'-----------------------------------------------------------------------------'
-- RANKING REQUIREMENTS - Ada, Chapter 3
.-----------------------------------------------------------------------------.
| RANK | ACCURACY | DEATHS | CLEAR TIME | ENEMIES ROUTED |
|=============================================================================|
| A | 70% or more | 2 or less | 45 minutes or less | 40 enemies or more |
| B | 60% | 5 | 70 minutes | 30 enemies |
| C | 50% | 9 | 100 minutes | 20 enemies |
| D | 49% or less | 10 or more| 101 minutes or more | 19 enemies or less |
'-----------------------------------------------------------------------------'
-- RANKING REQUIREMENTS - Ada, Chapter 4
.-----------------------------------------------------------------------------.
| RANK | ACCURACY | DEATHS | CLEAR TIME | ENEMIES ROUTED |
|=============================================================================|
| A | 70% or more | 2 or less | 50 minutes or less | 15 enemies or more |
| B | 60% | 3 | 65 minutes | 10 enemies |
| C | 50% | 5 | 85 minutes | 5 enemies |
| D | 49% or less | 6 or more | 84 minutes or more | 4 enemies or less |
'-----------------------------------------------------------------------------'
-- RANKING REQUIREMENTS - Ada, Chapter 5
.-----------------------------------------------------------------------------.
| RANK | ACCURACY | DEATHS | CLEAR TIME | ENEMIES ROUTED |
|=============================================================================|
| A | 70% or more | 2 or less | 55 minutes or less | 40 enemies or more |
| B | 60% | 3 | 70 minutes | 30 enemies |
| C | 50% | 5 | 90 minutes | 20 enemies |
| D | 49% or less | 6 or more | 91 minutes or more | 19 enemies or less |
'-----------------------------------------------------------------------------'
___ ___ ___
/ \ / \ / \ [WT00]
===================================== ___ | | ___ | | ___ | | ___
/ \ \___/ / \ \___/ / \ \___/ / \
S E C T I O N I I I | | ___ | | ___ | | | |
- - - - - - - - - - - - \___/ / \ \___/ / \ \___/ \___/
__ __ _ _ _ _ | | | | _ ___
\ \ / / | || | | | | | \___/ \___/ | | / \
\ \ /\ / /__ _ | || | __| |_ | |__ _ __ ___ _ _ __ _ | |__ | |
\ \/ \/ // _` || || |/ /| __|| '_ \ | '__|/ _ \ | | | | / _` || '_ \ \___/
\ /\ /| (_| || || < | |_ | | | || | | (_) || |_| || (_| || | | | ___
\/ \/ \__,_||_||_|\_\ \__||_| |_||_| \___/ \__,_| \__, ||_| |_| / \
__/ | ___ | |
SCENARIO WALKTHROUGH |___/ / \ \___/
==================================================================| |======
\___/
WALKTHROUGH INTRO =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-------------------------------------------------------------------------------
This walkthrough was written while playing on NORMAL difficulty. It includes
strategies and tips that should be helpful for any difficulty however.
Everything in this walkthrough is highly detailed. Serpent Emblems and
Treasures are often listed separate from the actual walkthrough, but they are
listed in the area where they can be found.
All J'avo mutation names are listed out in the their correct terms, but I
provide extra descriptions in parentheses much of the time for readers that are
not familiar with their names. For instance, I won't tell you to "watch out
for the Glava-Begunats in the next room" or "prepare to take out the rifle and
shoot the Noga-Lets that come your way!" J'avo mutations will often be
referred to as Glava-Begunats (raging insect head) and Noga-Let (winged J'avo)
just so you can get a clear view of what I mean.
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
[CT00]
CAMPAIGN TIPS =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-------------------------------------------------------------------------------
-------------------------------------------------------- TIME CONSERVATION TIPS
o When a player restarts a checkpoint, ALL the time that was taken from that
restarted gameplay will be added to total chapter time, so if you want to
make a good time for a chapter, DO NOT restart.
o In single player, pause the game during each part of spoken dialogue to get
through it quicker.
--------------------------------------------------- QUICK TIME EVENT (QTE) TIPS
o When a thumbstick shaking QTE appears on the screen, circle both the left and
right thumbsticks to make the gauge fill up faster. This is so very useful
for the harder QTE thumbstick shakes.
o For rapid button tapping QTEs, tap the button with your index finger while
holding the controller in your lap.
o Timed QTE's that have a timer needle have a certain rhythm to follow when
tapping the displayed button during the more complex timed QTEs. Watch how
fast the timer needle moves and then visualize the timing in your head before
tapping the button.
------------------------------------------------------------- COMBAT GAUGE TIPS
o When the stamina on your combat gauge is low, don't perform melees. Bullet
kill at that time to prevent your character's combat gauge from turning red.
o If your character needs a quick recharge of stamina for the combat gauge use
a herb pill to instantly recharge it or fall to the ground by tapping in a
direction along with the X/A button while a gun or grenade is equipped then
stand still to allow the combat gauge to refill quickly. It recharges at a
very high rate when laying on a character's back and staying still.
-------------------------------------------------------------------- SKILL TIPS
o One of the best skills in the game is Field Medic. This skill makes your AI
partner revive your character from dying status and give that character herb
pills. At level 1, your partner will give your character one herb pill for
each revival and at level 2, your partner will give your character two herb
pills for reach revival. You literally don't even need healing so long as
your partner is nearby with this skill. At level 2, your partner might
randomly give your character more than two herb pills.
o Combat Gauge Boost is another highly useful skill. This will add extra
blocks of stamina to your combat gauge, which allows your character to
perform more melees before burning out their full combat gauge. Using this
skill along with the Melee skill to increase melee damage can help out a
bunch for J'avo stages with a high rate of J'avo mutations, such as Chris
Chapter 4. Melee killing will cancel most J'avo appendage mutations.
o Defense and Firearm skills increase your character's defense against enemy
attacks and increase the damage that each gun will do. These skills are good
to have in zombie stages since firearms can work better than melee against
zombies and zombies can be more unpredictable and pile on a player more often
than J'avo, which can get your character hit unexpectedly at times. J'avo
are more predictable. Their AI won't hit your character after melees as
much. When it comes to zombies, they tend to ignore grace periods when your
character is stuck in an animation, such as a melee.
o Item Drop increase increases random enemy item drops. This skill can help a
lot for when your character is running low on ammo. This mainly helps out a
bunch for Chris' later stages. Chapter 4 and Chapter 5 of Chris' campaign
often take a lot of ammo to complete and this skill will give the character
more ammo drops from random enemy item drops.
------------------------------------------------------------------- WEAPON TIPS
o Remote bombs can be your main source of damage against any big enemy or boss
that has a lot of health. These are perfect for Whoppers in Leon's campaign
and they work great for bosses in other campaigns.
o Take advantage of weapon switch firing for the sniper rifle and any shotgun
to avoid reload animations after every shot. To weapon switch fire, hold a
weapon such as a shotgun then hold down the R1/RT button to fire it then
switch to another weapon and then back to the shotgun and keep repeating that
sequence while holding the R1/RT button. Your character will rapidly fire
the shotgun in that case. To control it better, you can only press the R1/RT
button when your character switches back to the weapon you want to fire - in
the case above, only tap R1/RT when switching back to the shotgun.
------------------------------------------------------------------- ZOMBIE TIPS
o Just about any zombie type can be defeated instantly with a shot to the arm
followed by a melee. The zombie will turn its back and be set up for a back
heavy stun melee, which will often kill it instantly.
o Bloodshots can be instantly killed by countering their jumping grab. This
will always kill a Bloodshot! Countering their uppercut will set them up for
a heavy stun melee (Coup De Grace), but this will often not kill them in
campaign mode.
o Zombie dogs are best killed by countering their jumping grab. From a
distance, they will always stop eventually and then run toward a character -
they will jump and try to tackle the character at that time. The counter
prompt command for the counter appears as they jump from close range.
o Wait for a Shrieker's chests to bulge out then shoot the red spot to kill
them in only a few shots from any weapon.
o An incendiary grenade will take heavy damage from any type of zombie. It
will either kill or take heavy damage from zombies, Bloodshots, zombie dogs
and Shriekers.
o Save remote bombs in the first three chapters of Leon's campaign for when the
characters run into Whoppers. Whoppers will take some extremely heavy damage
from remote bomb explosions. A remote bomb explosion followed by a melee
when they are stunned will take some extremely heavy damage from a Whopper
and almost kill it.
-------------------------------------------------------------------- J'AVO TIPS
o Melee killing J'avo can reduce the chance of having them mutate by a large
margin. This will not always stop Chrysalids from forming, but it will stop
most J'avo appendage mutations.
o When a J'avo is knocked to the ground, always try to aim for its head and
perform a head crush melee for an instant kill most of the time.
o When a J'avo mutates an appendage, it will go through a mutation animation
where it will be vulnerable to a melee attack. Walk up to the J'avo while it
mutates to get a melee button prompt for a melee attack. Perform the attack
to often knock the J'avo down. While the J'avo is on the floor, a player can
often kill it off with a critical head stomp melee to kill the J'avo. This
will vary per J'avo mutation type however. A Telo-Eksplozija (exploding
J'avo) will automatically explode after the melee attack, so be ready to back
away.
o Flash Grenades automatically set up heavy stun on most J'avo that still have
a human head. The frontal heavy stun melee (Coup De Grace) takes a bunch of
damage and can hit multiple enemies and the back heavy stun melee takes
longer, but it is instant kill. Flash grenades will light stun Ruka-SRP
(blade arm) and Ruka-Khvatanje (insect arm) and heavy stun Noga-Skakanje
(grasshopper legs)
o Ruka-SRP (blade arm) and Ruka-Khvatanje (insect arm) can be shot in the head
to set up an instant heavy stun for a heavy stun melee.
o A J'avo that is hit with a melee while in any sort of stun pose will enter a
heavy stun pose. A good way to set a J'avo up for a heavy stun is to
headshot the J'avo then slide into the J'avo while it staggers. Players can
also quick shot then slide into a J'avo, though that takes more stamina.
Another way to do this is to headshot (or light stun a J'avo) then stand next
to the J'avo so that the button prompt for melee appear and then quickly
switch to another weapon and press R1/RT for the first melee in that
character's melee button combo. The first melee will hit and heavy stun the
staggering J'avo. All of this works on J'avo and many of their mutations -
Ruka-Bedem (shield arm), Glava-Smech (pincher head), Ruka-SRP (blade arm),
Ruka-Khvatanje (insect arm).
o Hitting a J'avo with a back attack (elbow) from a male will heavy stun most
J'avo types (run behind a J'avo then press the melee button while your
character's back is turned). This will work on the J'avo mutations mentioned
above also as well as Noga-Skakanje (grasshopper legs). It's best to quick
shot Noga-Skakanje then run behind them and hit them with a back melee, just
so they stand still.
o Shooting J'avo with acid rounds will often stun them. It will damage them
badly and stun them to where they can most likely be finished off with one
melee while they stagger. Acid rounds are highly effective against Noga-
Skakanje (grasshopper legs) - it will stun them in a heavy stun pose and
allow a player to hit them with a Coup De Grace melee.
o Chrysalids can be destroyed, but they take MUCH firepower to destroy them.
It's often best just to let the J'avo mutate and hatch outside of the
Chrysalid.
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
[PR00]
\_____________________________________________________________________________/
/ __ _ \
/ / ___ ___ _ __ \_______________/ /\ /\ ___ | | ___ _ __ __ _
/ / / _ \ / _ \ | '_ \ / PRELUDE \ / /_/ // _ \| | / _ \| '_ \ / _` |
/ /___| __/| (_) || | | |\_______________// __ /| __/| || __/| | | || (_| |
\____/ \___| \___/ |_| |_|/ \\/ /_/ \___||_| \___||_| |_| \__,_|
\_____________________________________________________________________________/
/ \
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
P R E L U D E - N O H O P E L E F T
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
July 1, 2013
Tatchi, China
== HIGH-RISE AREA - STREET ==
Once Resident Evil 6 is turned on for the first time, a player will play the
Prelude after starting up the game. The Prelude only allows a player to play
as Leon. The prelude is single player only. It is basically a tutorial for
the gameplay of RE6.
The action will start out in a first person view. The player will take control
of Leon after he grabs Helena. Tap the X/A button as displayed on the screen
to drag Helena into the alley. The Leon player can look around with the right
thumbstick while dragging her. Leon will take her over to a nearby alley.
== HIGH-RISE AREA - ALLEY ==
Control will be given back to the player while Leon offers Helena a shoulder.
Move forward and Leon will automatically duck under the pole and step beside
the van in the alley. A player can only move forward for now. Any pressing of
the left thumbstick will cause Leon to move forward.
Leon and Helena will stumble as a wooden piece breaks below them. Pull Helena
up with the partner assist button when the button prompt appears as Leon grabs
her arm. Carry Helena in between the stacked crates and oil drums up ahead.
Walk up to the door at the end of the alley.
Use the X/A button when the button prompt appears to try to open the door. The
wood that is nailed to the door keeps the door shut tight however. Leon will
stare at a steel pipe off to the left. Press the X/A button to take the steel
pipe. Leon will place the steel pipe behind the wood piece on the door and get
ready to pry it loose.
A Quick Time Event (QTE) gauge will appear on the screen. Press the Square/X
button as the timer needle on the gauge reaches the green portion of the gauge.
Do this three time in a row. Each time another gauge appears, the timer needle
will get faster. Leon will eventually pry the wood piece off the door and open
the door. Enter the room ahead.
== HIGH-RISE AREA - BUILDING ROOM ==
A helicopter searchlight will pass by outside as Leon drags Helena into the
hall ahead. Leon will take cover behind the first wall. Cover is a new
feature for RE6 that will be discussed later in this prelude walkthrough. Drag
Helena along the blood-soaked floor up ahead. The characters will pass by a
few dead bodies. Press the X/A button when prompted to do so up ahead to
examine the dead BSAA soldier that is slumped against the wall below the
window.
Walk past the soldier and enter the corridor to the side of him. Leon will
automatically duck up under the poles along the corridor. A cutscene will
trigger as he lays Helena to the side.
== HIGH-RISE AREA - BACK ALLEY ==
--> Objective: Find a healing item
Helena is badly hurt and Leon must find a way to heal her. Leon cannot leave
this area without tending to Helena's injuries. A player now has full control
of Leon's movement with the left thumbstick.
When Leon faces a direction, press the X/A button to make the camera turn in
that direction. Players can quick turn by pressing left thumbstick back + X/A.
The quick turn is not as useful as it was in past Resident Evil's if the camera
speed is increased, but it's good to know that it's still there.
Walk over to the armored vehicle to get a X/A button prompt while standing near
it. Press the displayed button to look into the vehicle. Ah, a green herb! I
bet that BSAA soldier was gonna' smoke that herb! Press the X/A button again
to open the back door of the vehicle. Tap the Square/X button to collect the
--GREEN HERB--.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Hunnigan will contact Leon after he puts the green herb in his... pocket?
Hunnigan will go over the instructions for mixing a herb into a herb tablet.
You see, in Resident Evil 6, the characters must convert a herb into a tablet
before using it. Start by pressing the Triangle/Y button to open Leon's
inventory menu. Leon will have two green herbs in his inventory - the
scoundrel already had one!
The game wants the player to mix herbs the long way, and we'll have to play
along with it for now, but I'll tell you a better way afterwards. Start by
tapping the X/A button to select the first green herb. Select the leaf icon
with a plus sign to the left of it - this is the "combine" command. The cursor
will automatically select the other green herb after choosing to combine. If
there was a red herb in the inventory, it would have chosen the red herb over
the green herb since red herbs take priority when combining unless players
manually select a green herb. Select the second green herb followed by the
leaf icon to combine the two.
Leon will now have a --G+G HERB MIXTURE-- in his inventory. The number of
green circles on the herb paper in the menu is the number of herb tablets that
will be created by changing it into tablets. Press the X/A button once again.
Choose the tablet icon with the arrow to the left of it. This will change the
G+G herb mixture into herb tablets. The number of herb tables are displayed to
the right of Leon's life gauge on your screen - he will get three tablets for
the current mixture. Normally, a player will press the R2/RB button to make
your character take one. Each one will replenish one block of health. Press
the Triangle/Y button to close the inventory if you haven't already.
--------------------------------------------------------------------------- TIP
A better way to mix herbs in the menu is to highlight a herb then press
Square/X to select the herb. This does two of the above steps in one since
Square/X = combine in the inventory menu. Choose the herb to combine it with
(it will choose a herb for you) then press the Square/X button again to combine
them instantly. Get used to mixing herbs quickly through inventory. Once a
player is adjusted to mixing them, you can literally open the inventory with
Triangle/Y then tap Square/X, Square/X followed by X/A, X/A to mix herbs and
convert them to pills very quickly. Be sure to do this.
Another way to mix herbs and change them into tablets during gameplay is by
pressing R2/RB + Square/X, but this will make your character go through a
mixing animation. While the inventory is up, your character does not have to
perform any animation. Keep in mind that the inventory can be opened while
performing animations such as climbing ladders or performing a melee attack, so
a player can mix herbs and turn them into tablets while climbing a ladder, for
instance!
-------------------------------------------------------------------------------
--> Objective: Attend to Helena's injuries
Approach Helena and press the R2/RB button to give her a herb tablet when the
button prompt appears. A cutscene will trigger. The BSAA zombie will attack
after the cutscene. Hold the L1/LT button to hold up Leon's Wing Shooter
handgun then tap the R1/RT button while aiming at the zombie's head to stagger
it...?
No, the zombie will grab Leon. It will strangle him for stealing its smokes -
how dare you steal my herbs to smoke for yourself!? Get your own drugs! Shake
the left thumbstick to break free as the thumbstick shaking icon appears. Be
ready to shake the left thumbstick once again while Leon continues to wrestle
with the zombie. When the timed button press gauge appears on the screen, tap
the R1/RT button as the timer needle moves over the green portion of the gauge
to the right. Leon will stab the zombie in the head.
NOTE: During these thumbstick shaking QTEs, it's best to circle both
thumbsticks (right and left). When both thumbsticks are used, the QTE gauge
will fill up faster.
--> Objective: Attend to Helena's injuries
Alright, let's approach Helena and try again. Tap the R2/RB button again near
Helena to give her a herb tablet. I swear, if a Licker attacks after this, my
Leon will melee that Licker as hard as possible with a roundhouse for +5
seconds. Oh wait, wrong mode! A cutscene will trigger.
A player can now display the route guide by pressing the L2/LB button. This
makes Leon pull out a PDA and it will make the screen change color and show the
main objective route. One thing is for sure... getting lost in a Resident Evil
is so yesterday. We now have objective markers to help us even more along
those linear paths!
Players are now free to do anything. Let's go over some basics here. Use
directional pad left and right to cycle through your weapons. Leon starts with
a Wing Shooter and survival knife normally, but during this part he has several
weapons. Keep the Wing Shooter equipped for now. Items can be changed by
pressing directional pad up or down. While aiming Leon's Wing Shooter with the
L1/LT button, take out another Wing Shooter by tapping the Triangle/Y button.
Perform the same sequence again to switch back to one. Leon reloads slower
when he has two Wing Shooters equipped. Press the Square/X button to reload
when needed.
The white target marker on the screen is located down the linear corridor with
the lone door at the end of it up ahead, so I guess that is the way Leon must
go! Move down the corridor and use the X/A button to open the door. Leon can
only slowly open a door at the moment, but later a player can double tap the
X/A button to open a door quicker.
== HIGH-RISE AREA - STAIRWAY ==
Follow the corridor ahead. Let's talk about cover controls a bit. Try taking
cover behind the wall above the stairs by pressing and holding the L1/LT button
while against the wall. Leon will stick to the wall as long as the L1/LT
button is held down. Move to the edge of the wall with the left thumbstick to
make Leon move out of cover and aim. Let go of the thumbstick to move back
into cover. Leon can also duck and stand up while stuck to a wall by tapping
the X/A button.
Move down the stairs up ahead. Aw hell, something is going down outside! The
building will shake as Leon runs ahead. Use the partner assist button (O/B) to
open the door at the bottom of the stairs.
== HIGH-RISE AREA - CROWDED STREET ==
Use the X/A button to hop over the railing after the cutscene. The controls
for selecting weapons and fighting will be displayed as zombies attack out in
the street. Aim with the L1/LT button and blast a zombie in the head with
R1/RT button while the Wing Shooter is equipped to get a head stun stagger.
Run toward the zombie then press the R1/RT button in front of it to perform
Leon's head stun melee.
The characters in RE6 can melee attack without button prompts by pressing the
R1/RT button twice in a row. The second melee attack will set up a light stun
on an enemy. In RE6, there are light stuns, head stuns, heavy stuns and enemy
grounding. A melee can be done for each stun type. Refer to the in-depth
melee section in the basic section for more info on this because it would take
a damn long time to explain it that in-depth here.
Players need to at least know about the quick shot however, so I'll go over
that really quick. Press R1+L1/RT+LT together at the same time to perform an
auto-targeting shot with your currently equipped weapon. This will set the
targeted enemy up for a light stun. When Leon has two Wing Shooters equipped,
perform a quick shot then continue to hold down the L1/LT button and keep
tapping R1/RT to perform a combination of quick shots.
A quick shot takes a bar of stamina from the combat gauge. Each melee takes a
bar of stamina from the combat gauge also. Once the combat gauge is fully used
up, your character will enter a tired state and the combat gauge will turn red
then slowly recharge. While in that tired state, a player can only perform a
weak kick for a melee and the player can't dash. The combat gauge will slowly
recharge depending on what your character is currently doing.
Anyway, fight through the zombies up ahead. Take out the shotgun and blast
them to the side if you like. Some zombies will drop random items such as ammo
so be sure to grab the pickups with the Square/X button. A zombie will knock
aside a steel rack along the street in between the cars up ahead and the next
path in between the cars will be open to the characters. The tutorial for the
quick shot will be displayed. Quick shot the zombie then overpower melee his
ass then continue ahead. You know that all characters actually have wrestling
holds as melees in RE6? Yeah, the developers are watching too much of that WWE
Raw.
While attacking the zombies, you might notice an R1/RT button prompt before
their attacks when in close range - that is the counter prompt. When the R1/RT
button is pressed as the counter prompt appears during an attack, the character
will counter the enemy attack and damage the enemy. This is a valuable
technique to learn, but it really requires a player to learn an enemy's full
attack list. I'll type up an enemy attack list eventually. See my RE6
Mercenaries guide when that time comes.
Move in between the cars until a cutscene plays where an airplane falls off a
building and hits a fuel tank on the streets below. A fire will start and a
fuel tank will explode. Hold the X/A button then hold toward the screen with
the left thumbstick to dash away from the oncoming flames. A cutscene will
plays as the camera turns to the side to show a helicopter up ahead. A BSAA
soldier will be in the helicopter and will motion for the characters to get in
the helicopter.
Run straight ahead and run against the cars up ahead while holding the X/A
button to climb onto them or hop up to them. While dashing, your character
will immediately perform any X/A button prompt actions ahead of the character
without the need to tap the button. Dash toward the opening on the side of the
helicopter ahead.
== HIGH-RISE AREA - HELICOPTER ==
Be ready to shake the left thumbstick to throw off the zombie that grabs Leon.
Tap the Square/X button while Leon tries to fly the helicopter. When the
zombie grabs Helena in the back of the helicopter, press the R1/RT button when
the timer needle on the QTE gauge passes by the green portion. It's kind of
funny to keep missing and watch her struggle at times though. Leon can't fail
this part!
Shoot the zombie two times and Helena will be saved. Prepare to shake the left
thumbstick while Leon flies the helicopter.
== HIGH-RISE AREA - LOBBY ==
Quickly tap the X/A button as the large glass chandelier drops onto the glass
floor. Well, it seems Leon and Helena got to their main destination after all!
They have now reached the Quad Tower Lobby! Dash toward the double doors
directly ahead and use the partner assist button to open them.
== HIGH-RISE AREA - STADIUM ==
Wow, look at that huge monolith up ahead. It's... it's the marker! Come on
and say it with me now! "Make us whole again, Isaac!"
Use the X/A button to hop over the railing and fall to the bottom floor of the
stadium below. Walk ahead for a cutscene that will end the prelude.
NOTE: In a way, it doesn't matter which campaign a player starts after the
prelude, but I would recommend starting with either Chris' campaign or Jake's
campaign first. Leave Leon's campaign for last. Leon's campaign has a spoiler
for Chris' campaign about halfway through it. Jake's campaign has a spoiler
for Leon's campaign toward the end, but that story element is made obvious
pretty early in Leon's campaign. Either way, you can't spoil too much of
another story by playing either of the three campaigns first really. RE6 does
a very good job at making each campaign feel like a separate story.
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
\_____________________________________________________________________________/
/ ___ _ _ ___ _ \
/ __\| |__ _ __ (_) ___ \______________________/ / _ \(_) ___ _ __ ___
/ / | '_ \ | '__|| |/ __|/ CHRIS CAMPAIGN \ / /_)/| | / _ \| '__|/ __|
/ /___ | | | || | | |\__ \\______________________// ___/ | || __/| | \__ \
\____/ |_| |_||_| |_||___// \\/ |_| \___||_| |___/
\_____________________________________________________________________________/
/ \
-- RANKING REQUIREMENTS CHRIS, CHAPTER 1
.-----------------------------------------------------------------------------.
| RANK | ACCURACY | DEATHS | CLEAR TIME | ENEMIES ROUTED |
|=============================================================================|
| A | 70% or more | 2 or less | 80 minutes or less | 70 enemies or more |
| B | 60% | 3 | 90 minutes | 50 enemies |
| C | 50% | 5 | 100 minutes | 40 enemies |
| D | 49% or less | 6 or more | 101 minutes or more | 39 enemies or less |
'-----------------------------------------------------------------------------'
.--------------------------------------------------------------.
| POINTS RECEIVED PER RANK |
|==============================================================|
| RANK | A | B | C | D |
| POINT AMOUNT | 25 points | 20 points | 15 points | 10 points |
'--------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| TOTAL RANK POINTS FOR FINAL SCORE |
|=============================================================================|
| RANK | S | A | B | C | D | E |
| TOTAL POINTS | 100 pts | 90 pts | 75 pts | 55 pts | 45 pts | 44 pts or less |
'-----------------------------------------------------------------------------'
[CR01]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
C H A P T E R 1 - T H E F A L L E N H E R O
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
June 30, 2013
Waiyip, China
_________________________
_____________________________________________________/ STAGE 1-1 -- MAIN STREET
-------------------------------------------------------------------------------
== MAIN STREET - HELICOPTER ==
The BSAA's Alpha team is on the scene! Chris and Piers will start out in a
helicopter. Both the Chris player and the Piers player will have to press the
partner assist button to use the rope in front of the character in order to
rappel down to the warehouse below.
== MAIN STREET - WAREHOUSE ==
--> Objective: Head for the site of the attack
Fall off any of the sides of the top floor of the building. There is a --TALL
CRATE-- near two large crates on the middle floor. Use the R1/RT button (melee
button) to break these open while standing next to one. These will give a
player a random item most of the time once broken open. The melee attack that
breaks open a breakable object will not use any stamina from the combat gauge.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Chris starts with the following items/weapons in his inventory:
o Assault Rifle for Special Tactics
o Nine-Oh-Nine (handgun)
o Combat Knife
o Herb Pill x 5
Piers starts with the following items/weapons in his inventory:
o MP-AF (machine gun)
o Anti-Materiel Rifle
o Hand Grenade
o Herb Pill x 5
Follow the ramp along the side of the building to move to the bottom of the
building. Hop off the ledge at the bottom of the ramp to fall to the bottom
floor. Find the two --TALL CRATES-- behind the green tarp on the bottom floor
and break them for some extra pickups. Both players need to use the partner
assist button to open the double door entrance to the warehouse.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Alright, stand back team and get ready to blow those B.O.W.s to bits once we
open those doors, Alpha team...
== MAIN STREET - BLOCKED STREET ==
Oh, it's only the press that was making all that racket on the other side.
Can't we just shoot them anyway? No? Alright.
A news reporter will be waiting as the two characters open the door. They all
want a statement from the man who stuffed Wesker into a volcano. Just how did
you come up with the strength to punch that boulder into your former S.T.A.R.S.
team captain, sir? Whatever happened to that forgettable partner that helped
you put an end to Wesker's scheme in Africa? Sharon... I mean, Sheva, wasn't
it? What's Jill doing these days? Have you finally got any of that sweet ass
yet? Are you still taking steroids? The BSAA will push the reporter aside.
Follow the street directly ahead. Civilians will rush down the street as the
BSAA makes their way to the back. A BSAA vehicle will move ahead. A rocket
will hit the two BSAA vehicles at the end of the street once the characters
reach the end.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* The first character that walks forward after opening the warehouse door will
shove the news reporter aside.
* While dashing down the street, if your character moves up against a civilian,
that character will actually bump into the civilian with a special animation.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
HQ will contact Alpha team and tell them to change their destination by heading
through the nearby building. Walk over to the double door entrance to the
building off to the left after the vehicles explode at the end of the street.
The Chinese guy will grab the character that moves toward the doors. Use the
partner assist button to open the double doors to the building.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* The first character that walks toward the doors at the end of the street will
get grabbed and shaken by the Chinese guy that is on his knees.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== MAIN STREET - BUTCHER SHOP ==
HQ will contact all teams while the characters move to the back of the
corridor. Alright Alpha team, we need to reach the Ace of Spades building!
Move up the stairs off to the left. As the characters enter the corridor above
the stairs, there will be a --WOODEN CRATE-- and a --TALL CRATE-- in the alcove
to the left. These particular item boxes will always contain a --GREEN HERB--
and a --RED HERB--.
Take both items and combine them in the inventory. Press the Triangle/Y button
to bring up the inventory, then quickly tap Square, Square/X, X to combine the
two herbs and then tap X, X/A, A to make herb pills out of them. This can all
be done by pressing R2 + Square/RB + X to mix the herbs and make them into
pills but your character must always go through a mixing animation. By using
the inventory to do it all, there is no animation!
NOTE: When combining herbs in the inventory, the cursor will always move to a
green herb after selecting red herb or a red herb after selecting a green herb.
You'll need to manually move toward a green herb after a green herb is selected
if a red herb is in your inventory.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green), [ ] Herb (Red)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1, [ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
To use herb pills, tap the R2/RB button. They will replenish one block of
health at a time and refill all of a character's stamina in the combat gauge
below the health bars in your HUD. Many herb pills can be used at once if your
character's life is low by tapping the R2/RB button multiple times. Tap the
R2/RB button four times to take four herb pills to restore four blocks of
health for instance.
As the characters move by the windows along the right wall, enemy gunfire will
shoot through the windows and break the glass. Enter the butcher room with the
hanging meat pieces up ahead.
******************************** SERPENT EMBLEM *******************************
Campaign: Chris, Chapter 1 [SE01]
Location: Main Street - Butcher Shop
After stepping off the streets from the start of Chapter 1, Chris and Piers
will enter a building and enemy gunfire will break the windows on the right
side of the wall after the two characters move up the stairs. They will arrive
at a butcher room with hanging meat pieces. There is a serpent emblem on the
lower shelf against the left wall before reaching the door in that room.
*******************************************************************************
Break the --WOODEN CRATE-- on the table to the left of the door. Tap the X/A
button to open the door. Tap the button twice to kick open that door. Hell
yeah! Screw suspense, just blast whatever is ahead, right?
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
As the characters move toward the body that is leaning off the railing to the
right outside, it will fall off the side of the building. Look below and some
civilians will run out from the building across the street.
== MAIN STREET - BUILDING ==
Machine gun fire will break the windows off to the right and an explosion will
make the characters stagger while moving ahead. HQ will contact all teams once
again. Walk into the corridor off to the left up ahead then move past the
wooden table and step over to the gap. There is some guy with a mask in the
alley below holding two civilians at gunpoint with his machine gun. The guy
with the gun will blast the two civilians then look up toward the characters
and run to the right like his life depended on it. He knows that look from
Redfield.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
While up in the building, if players shoot at the masked person (J'avo) before
he shoots the two civilians, the J'avo will run to the right and not kill the
civilians. Your character will speak some extra dialogue while doing this.
This will also give players a medal at the end of the chapter.
.--------.
MEDAL: Rescued a hostage from certain death | [ME148]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Drop to the alley below.
== MAIN STREET - ALLEY ==
Follow the narrow area in between the buildings off to the right. Both players
need to use the partner assist button to open the door.
== MAIN STREET - STREET ==
The characters will be face to face with the masked guy that killed the two
civilians a few seconds ago. This enemy is known as a "J'avo". It can
regenerate all of its body parts when damaged. It can also mutate its body
parts based on where it is shot in some cases. This particular J'avo will not
mutate, but J'avo will start to mutate later, so killing them with melee or
blasting/crushing their head becomes important.
Kill this J'avo by shooting it in the head. Run up to it while it staggers
from the headshot and perform your character's head stun melee with the melee
button (R1/RT) when the melee button prompt appears when in close range to the
stunned J'avo. Finish off the J'avo with a ground melee by standing over it
and pressing the melee button.
Step to the back of the street off to the right. A BSAA helicopter will pass
by overhead. Yeah, we got this situation under control! Follow the helicopter
and... Well, damn. It gets blasted with a rocket launcher and crashes into a
building and causes a huge explosion.
HQ will contact Alpha team and tell them to move through a back alley to reach
the Ace of Spades. After Piers asks Chris about his memory, Chris will still
not remember what has caused him to go all shitface in that bar for the past
few months.
Players can crawl/slide up under the helicopter debris but there is nothing in
the wreckage or near the dead J'avo bodies. Find the two --TALL CRATES-- and
the --WOODEN CRATE-- across from the double doors at the end of the street and
break them open for some extra pickups. Use the partner assist button to open
the double doors at the end of the street and end this portion of the chapter.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_________________________
_____________________________________________________/ STAGE 1-2 -- BACK STREET
-------------------------------------------------------------------------------
== BACK STREET - STREETS ==
--> Objective: Head for the site of the attack
The BSAA soldiers in your squad will run up ahead. Follow them around the
corner at the end of the alley. Piers will mention that it appears that Chris'
training is kicking right in. I guess once you have such an awesome
reputation, kicking ass will always come natural, no matter what.
There is a corridor along the right side of the stacked crates but nothing
special is down it. Move toward the incinerator in the back of the alley.
Step into the corridor across from the incinerator and use the partner assist
button to open the door at the end.
== BACK STREET - KITCHEN ==
Once the characters kick the door open, two J'avo will attack. They are all
armed with swords, so enter the room and blast the J'avo then melee attack
them. The best way to set J'avo up for a melee attack is to use the quick shot
(R1+L1/RT+LT). This will stagger any J'avo that it hits and set them for a
light stun melee - approach the J'avo for a melee button prompt. Another good
way to stun a J'avo is to shoot it in the head then perform a head stun melee
from close range. J'avo can be staggered by shooting them in the body, arms or
legs as well. Shooting them in different portions of the body will randomly
stun them, so it might take more shots to a certain body portion to stun a
J'avo at times.
There are two more J'avo in the back of the kitchen. They are both hiding
behind the pillars and near the back door. Run toward them and shoot them then
melee attack them. Don't overuse melee however. The stamina on your combat
gauge on your HUD below your character's life bar will get used up per melee.
It will slowly recharge based on what your character is doing. Kick open the
door off to the right in the back of the room.
NOTE 1: The fastest way to recharge your combat gauge in story mode is to make
your character lay down on his back. Hold the L1/LT button then press in a
direction with the left thumbstick along with the dash (X/A) button and
continue to hold L1/LT to stay on the ground. Stay still and the combat gauge
will recharge very quickly.
NOTE 2: Each time the two characters kill all enemies in a room with J'avo, the
BSAA soldiers in your team will yell out "All clear!" Listen for this, since
it's a good way to tell when an area is free from enemies.
== BACK STREET - ALLEY OUTSIDE KITCHEN ==
Use the partner assist button to open the door that the BSAA soldiers stand
next to.
== BACK STREET - STORAGE ROOM ==
"All clear", says your BSAA squad as the characters enter the room. Basically,
there are no enemies in this area! Hop over the counter across from the
entrance door and break open the two --TALL CRATES-- near the surrounding
walls.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Approach the door in the back of the room. A J'avo will bust through it and
grab one of the BSAA soldiers and pull him into the alley outside. Step out
into the alley.
== BACK STREET - ALLEY OUTSIDE STORAGE ROOM ==
Quickly kill the J'avo while he recovers from attacking the BSAA soldier.
Thankfully, your attacked squad buddy is alright. Kill off the two J'avo down
the corridor up ahead. They are armed with swords. Another J'avo will step
out from the corridor to the right in the back.
HQ will contact all teams as one team gets pinned down. Two more J'avo with
swords are down the next corridor and off to the left. Move down the corridor
and kill the J'avo then find the door at the end. Break the two --TALL
CRATES-- along the sides of the area then use the partner assist button to open
the door.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Objective: Eliminate the mutated J'avo
Piers will contact HQ and tell them about the J'avo mutation after the
cutscene. Remember those J'avo mutations that I mentioned earlier? Well, the
J'avo in here is the first J'avo mutation that the characters will run into.
This J'avo mutation has a blade arm and is known as a "Ruka-SRP". This J'avo
mutation normally occurs when a J'avo is shot in the arm. This J'avo will
start the battle already mutated however. When a J'avo is mutated, it is often
stronger, and its strengths and weaknesses change a bit.
NOTE: Before fighting the Ruka-SRP, quickly blast the J'avo with the machine
gun up the stairs off to the left. He is standing right near the railing. If
a player doesn't shoot him quickly, he will chip away at the characters health
with his machine gun.
A Ruka-SRP will attack with its blade arm and it has some wide swings, so it's
very dangerous at close range. It often swings its arms twice in a row.
Players can't get the same stun types on this mutated J'avo like they can with
normal J'avo. A quick shot will stagger it briefly and set it up for a light
stun melee, but there is a better way to stun it. Blast the Ruka-SRP J'avo in
the head to get a heavy stun on it. While it is stunned, run up to it to get a
melee prompt command for your character's frontal heavy stun melee (Coup De
Grace). This will take some extreme damage from any enemy. It won't kill the
Ruka-SRP instantly, but it will be very close to death after a Coup De Grace
melee.
NOTE: If you stand close to a Ruka-SRP and it raises its arm over its head to
hit your character with an overhead smash, this attack can be countered with
the melee button (R1/RT) to instantly kill that J'avo. Press the melee button
just before the J'avo hits your character overhead. The animation for the
counter is pretty brutal and over-the-top also.
There is also a normal J'avo with a sword in the room along with the Ruka-SRP -
don't let him sneak up on your character. The normal J'avo in this room can
mutate into Ruka-SRPs if they are shot in the arms. Blast them in the head,
body or legs to avoid having them mutate.
--> Objective: Proceed along Route 9
Two of the BSAA soldiers will stay in this room and two will follow the
characters to "Route 9'er". Move up the stairs in the back of the room then
kick open the door at the top.
== BACK STREET - ALLEY LEADING TO BUILDING ==
Fall off the catwalk ledge then break the --TALL CRATE-- near the door. Use
the partner assist command to kick open the door to the right.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NOTE: A player REALLY needs to learn to use cover to your advantage in Chris'
chapters starting with this next fight. Hold the L1/LT button while standing
up against a wall to lean against it. While leaning against a wall, tap the
X/A button to duck and raise up. Move to an edge with the left thumbstick and
hold in the direction of a side to make your character stick his head and arms
out then press R1/RT to fire your weapon. Keep holding the L1/LT button then
let go of the direction with the left thumbstick to move back behind cover.
For low cover areas, use the X/A button to duck in and out of cover or press
and hold up on the left thumbstick to rise up then let go to duck back down.
Once Chris and Piers kick through the next door, take cover behind one of the
crates up ahead immediately to avoid the machine gunfire from the J'avo at the
end of the alley. Stay behind a crate and peep out to fire at the J'avo when
they try to shoot. Piers' rifle works excellent for this part. Don't even try
to melee kill in this alley or the J'avo will chip away at your character's
health with their machine guns. Melee is not near as invincible as it was in
RE5, so don't go charging into gunfire and think you can take shelter in an
invincibility frame of a melee animation anymore. It doesn't work that way in
RE6.
Kill all the J'avo directly ahead before moving on. When the two characters
move ahead, the garage door to the right will open up and three J'avo with
swords will attack. Alright, now it's time to overpower melee some more! Rush
toward the trio of J'avo and finish them off with your character's wrestling
holds... I mean "unique" RE6 melees. Step into the garage area and break the
two --TALL CRATES-- near the shelves inside.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
There is one more --TALL CRATE-- against the wall to the right further down the
alley. Find the door off to the left at the end of the alley then kick that
sucker open.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== BACK STREET - BUILDING ENTRANCE ==
Break the --WOODEN CRATE-- on the table off to the left then destroy the --TALL
CRATE-- near the shelf up ahead. The tall crate has a serpent emblem behind it
as mentioned below.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1, [ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
******************************** SERPENT EMBLEM *******************************
Campaign: Chris, Chapter 1 [SE02]
Location: Back Street - Building Entrance
When Chris and Piers enter the first alley where they must take cover and fight
off a group of J'avo with machine guns and three J'avo with swords attack from
a garage off to the right when they move further down the alley, they will open
the door at the end of the alley and enter a building. Inside the building,
break the tall crate near the shelf directly ahead and this serpent emblem will
be on the shelf behind that tall crate.
*******************************************************************************
Move up the stairs off to the left. Something will bang against the side of
the right shutter at the top. Kick open the door at the top.
== BACK STREET - BURNING STAIRWAY ==
HQ will contact Alpha team and mention that they lost contact with their recon
team. Kick the next door off its hinges with that uber Redfield boot.
== BACK STREET - BUILDING LOBBY ==
J'avo are in this room, so take cover... wait, no. They are only armed with
puny swords and there are three of them, so don't take cover. Rush toward them
and set up stuns with the quick shot or head shot them, then melee attack them.
Run up the stairs in the back of the room.
== BACK STREET - SECOND FLOOR OF BUILDING ==
While passing by the door to the left, the door will eventually break as a BSAA
soldier is thrown through it. A Ruka-SRP with two blade arms will dash through
the door shortly. Be prepared for him and blast him in the head then hit him
with a frontal heavy stun melee to damage him badly. Bravo team will contact
HQ over the radio shortly. They're taking heavy casualties over there!
Enter the room that the Ruka-SRP broke out of and break the --TALL CRATE-- near
the door off to the right inside.
NOTE: Don't kick open the door on the other side of the first room since a
Ruka-SRP will break through the door right across from that door and likely hit
your character shortly after entering the outside hallway.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Step back out into the hall then open the next door down the corridor. Break
open the --TALL CRATE-- then prepare to fight another Ruka-SRP J'avo mutation
through the hole in the wall off to the left.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Step back out into the hall then use the partner assist button to open the
white double doors at the end of the corridor to end this portion of the
chapter.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
______________________
________________________________________________________/ STAGE 1-3 -- ROOFTOPS
-------------------------------------------------------------------------------
== ROOFTOPS - BELOW THE ROOFTOPS ==
--> Objective: Get to the roof
Chris and Piers will be on a walkway with a set of stairs up ahead of them.
Turn to the left and break open the two --TALL CRATES--.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The first J'avo up the stairs ahead is set up for a stealth melee kill, so run
up to him and get near his backside then press the R1/RT button to toss him off
the side of the catwalk. The J'avo up the next set of stairs will notice the
characters and start to fire at them. Blast him to stun him then run up the
second set of stairs and kill the second J'avo. He can be knocked off the edge
with an environmental melee just like the previous one once he is stunned.
When a player reaches the top of the stairs and steps onto the rooftop, a
cutscene will play.
== ROOFTOPS - ROOFTOP NEAR BURNING BUILDING ==
--> Objective: Go to the Ace of Spades
The Tenement building (Ace of Spades) with the hostages is right up ahead.
After the cutscene, a new objective will be given to Chris and Piers' team and
a group of J'avo will hop across the gap in the walkway up ahead. The squad of
BSAA with your team will open fire on them and likely make them mutate. Fire
from a distance or run and climb up the ladder then hop over the gap on the
platform up ahead to get below the platform that they are on. Players can
climb up to the platform that they are on via the ladder on the side and melee
kill them or make them eat lead.
It's important to know that J'avo throughout the rooftops ahead will mutate
based on how they are shot. If a player shoots their arms, they will mutate
into Ruka-SRPs with blade arms and if they are shot in their legs, they will
mutate into Noga-Lets that have wings on their bottom half. The Noga-Let J'avo
are weakest in the J'avo body, particularly the head. In this area, it's best
to kill most J'avo with melee or shoot them in the body or head to avoid having
them mutate.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* If either player shoots the legs of any of the J'avo and causes the J'avo to
mutate into a Noga-Let, the BSAA soldiers will contact HQ and tell them about
this mutation. The soldier will refer to the Noga-Let mutation as a "Type 5
Mutation".
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NOTE: Flash grenades work quite well for this portion of the chapter and the
characters will get them in a great amount later. A flash grenade will
instantly stun normal J'avo to where a character can hit them with a heavy stun
melee and the blinding flash from a flash grenade will knock Noga-Lets out of
the air. While approaching a grounded Noga-Let your character will get a melee
prompt. While it is on the ground, face away from the J'avo head and step near
the wings and then press the R1/RT button to perform a special melee to the
Noga-Let at that time.
******************************** SERPENT EMBLEM *******************************
Campaign: Chris, Chapter 1 [SE03]
Location: Rooftops - Rooftop Near Burning Building
The serpent emblem for the rooftops portion of chapter 1 can be seen all
throughout the time that both characters are up on the rooftops. It is on a
green building with metal extensions that stick out along the sides. Look for
one of the smaller green buildings and this medal will be on top of the middle
extension at the very top. Only Piers can see it really clearly with his
rifle, but both characters can shoot it with good aiming. Just look for the
bright blue circle on the building.
*******************************************************************************
Climb up to the platform that the J'avo were on then run across the bridge up
above. Your character will cross over to a building that is burning along the
sides below. The characters will hold up their hands to block their face from
the intense heat.
== ROOFTOPS - MIDDLE LEVEL OF BURNING BUILDING ==
Turn to the right and fall off the current platform. This is a good place to
learn about how effective the dash can be for quickly climbing and hopping over
obstacles. Hold the dash button then run toward the raised area up ahead and
your character will quickly hop up to it. Keep holding forward along with the
dash button and your character will hop off the edge then climb the ladder up
ahead. Break open the three --TALL CRATES-- for extra pickups then climb the
ladder to the left.
A cutscene will play for the first player that climbs the ladder. The cutscene
will show the J'avo enemies on the rooftop above.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== ROOFTOPS - ROOFTOP OF BURNING BUILDING ==
Several J'avo are on the high platforms at the top of the roof. The first
group is on the left platform after climbing the ladder and the second group is
on the platform in the back. Shoot them from a distance. Some of them might
fall once they are shot.
NOTE 1: Run over to a J'avo that is on a small platform above your character to
get an environmental melee command to pull him down while standing below him.
You can also position your character on a small platform above a J'avo and get
a melee command while standing above the J'avo when it is close to the
platform. Each of these commands are environmental melees (leg grab and face
smash).
NOTE 2: The two J'avo on the furthest platform in the back have some high
health amounts. Be ready to shoot them a bunch to kill them. It's best to
head crush them with a ground melee after knocking them to the ground with a
light stun melee set up from a quick shot.
There are no hidden items on the rooftop. Move over to the pole that extends
toward the building across from the current building then climb up to the
platform in front of it. Both Chris and Piers will need to slide across the
pole using the partner assist button. A cutscene will take place.
Both players will be broken up after the cutscene. Piers will be on the
rooftop across from the last building and Chris will be hanging on a lower pipe
in between the buildings. Unfortunately, J'avo will move out the windows of
the building below Chris and start to shoot at him from the walkway.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- PIERS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
== ROOFTOPS - WALKWAY ACROSS FROM POLE ==
The Piers player needs to take out the Anti-Materiel rifle and shoot the J'avo
on the balcony beside Chris. They are to Chris' left and there are four of
them. While Chris climbs across, continue to kill them off since the Chris
player cannot fight back right now. Eventually two J'avo will move out onto
the rooftop of the building that Chris is headed to. Be sure to at least shoot
the J'avo that Chris cannot reach on the high walkway of that building. You
can leave the lower J'avo to the big guy as he falls to the other side. All of
the J'avo on the surrounding rooftops will mutate into Noga-Lets (with wings)
if they are shot in the legs.
NOTE: The Piers player can toss a hand grenade on top of the balcony beside
Chris as he climbs across the pipe. A perfect grenade toss will kill off all
J'avo instantly. Be sure to aim for the very front of the balcony and toss the
hand grenade away from Chris so he doesn't get hit. If you toss the grenade
too far back, it might bounce into a window.
--> Objective: Reunite with you partner
Once Chris is on the other side, the Piers player can move to the other
buildings in the back of him. To the left of Piers' firing position are two
--TALL CRATES--. Climb up the tall ladder to the rooftop behinds Piers.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== ROOFTOPS - ROOFTOP ACROSS FROM POLE ==
Chris will be getting swamped with J'avo on the buildings to the left of Piers.
The Piers player can provide cover fire for Chris with either of his weapons.
It's a good idea to use Piers' rifle to target the J'avo on the other side.
While aiming with Piers' rifle, press the Y button to switch to the thermal
scope to easily see the J'avo. Press in on the right stick to toggle zoom on
and off. There are three --TALL CRATES-- to the right of Piers while on the
building rooftop past the beginning area. Fall down the stairs on the other
side of the building.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NOTE: There is a single J'avo on Chris' side that will be standing and waiting
before Chris even climbs the ladder. While Chris is climbing the ladder on the
other side, quickly take out the rifle and find that lone J'avo then kill it.
While Chris makes his way across the other rooftop, J'avo will start to exit
the buildings in greater number on his side. Look up on the rooftops to see
J'avo positioned on the high areas. Aim for the J'avo that are high up on the
rooftops and blast them with Piers' rifle. Try not to shoot the J'avo in their
arms or legs or they will mutate into Ruka-SRPs or Noga-Lets. Be sure to clear
out any Noga-Lets for the Chris player since they can be the most annoying
enemies on his side.
NOTE 1: The Piers player must pause and watch the cutscene of the J'avo exiting
the building on Chris' side.
NOTE 2: Try your best to keep the Chris player on the camera while moving.
Literally, tilt the camera to the left to face the Chris player and have Piers
move to the right to keep Chris in view.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== ROOFTOPS - ROOFTOP ACROSS FROM CHRIS' BUILDING ==
Check the right side of the building to find four --FLASH GRENADES-- lying on
the ground and there are also four --TALL CRATES-- on that side as well. One
tall crate is further in the back. Hop over the gap in between the next two
buildings. The Chris player should be near the door there or he should be on
the walkway leading to the building by now.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Flash Grenade x 4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Use the ladder to the left of the exit door to climb up to the raised platform
and provide cover fire for the Chris player. Break the two --TALL CRATES-- on
that rooftop for some extra items.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NOTE: When the Chris player reaches the far side of the rooftops, three Noga-
Lets will spawn from off in the distance next to the Chris player then attack
that player. Be sure to shoot any annoying Noga-Lets since they can pile up
greatly on Chris' side at times.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- CHRIS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
== ROOFTOPS - POLE BETWEEN ROOFTOPS ==
Well, it seems that Chris' memory is starting to return. Well, at least he's
remembering that he's completely jacked up now. You know, the results from
that weight gain supplement he started on before he went to Africa - Chris went
from string bean to muscle machine after Umbrella fell.
Chris will start out hanging on a pipe in between the two buildings. Keep
tapping the Square/X button to climb across the pipe that Chris hangs onto.
Chris cannot fight back while climbing. Hopefully your Piers partner is
watching out for your Chris and shooting at the four J'avo that will exit the
building to the left and the two J'avo that exit the building directly ahead.
If your Chris gets hit with a grenade blast then... that's partially this guide
writer's fault (read Piers strategy).
Fall to the building on the other side then climb the ladder off to the right.
Your Piers partner might have left the lower J'avo on the building for Chris to
uber backhand or straight punch its ass off the side. BRING THE PAIN!
--> Objective: Reunite with you partner
== ROOFTOPS - ROOFTOP ACROSS FROM POLE ==
There are two --TALL CRATES-- in the alcove to the immediate left - break them
before falling. Fall off the platform that Chris climbs to.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
A fence blocks off the left side of the building. Climb the ladder and fall
off the left side of the platform up above. Break the two --TALL CRATES-- by
the fence then hop over the raised platform to the side.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
A few J'avo will attack eventually. Shoot and boulder punch through them and
hop over the gap in the rooftop.
NOTE: Be on the lookout for J'avo that are high up on the rooftops. They will
often be equipped with machine guns and will constantly fire down on Chris.
== ROOFTOPS - ROOFTOP ACROSS FROM PIERS' BUILDING ==
J'avo may be on this rooftop on the other side of the fence up ahead. Climb
the ladder on the platform off to the right then hop to the other side. Kill
any J'avo that attack Chris. They will be on the walkway up ahead (look up)
and they will move out from the opening off to the left. Break the two --TALL
CRATES-- off to the right along the way around the corner. If a J'avo suddenly
dies in front of Chris without Chris doing anything, he is not dying from the
fear of Chris' melees - that is your Piers partner supporting you!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NOTE: As HQ contacts Alpha team via radio, three Noga-Lets (with wings) will
spawn from behind the building off to the left near the back of the building
that Chris is on - they will spawn to the left of the two upcoming tall crates.
Kill off any leftover J'avo on the other side of the building then run past the
ladder and break the two --TALL CRATES-- off to the right in the back of the
building.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Climb the ladder and break the next --TALL CRATE-- directly ahead. There might
be a J'avo on the walkway if it hasn't been shot by Piers yet.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== ROOFTOPS - WALKWAYS ==
Follow the walkway up ahead and leap off the end. Chris will land on a
platform with a small water tower. Fall below and Piers should be waiting for
Chris.
NOTE: Chris can leap over the gap and go back and collect any items or kick
open any tall crates that Piers might have missed. It's really a good idea to
do this since Chris can collect the four flash grenades on Piers side. Even if
Piers collected them, they will still remain there for Chris!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
--> Objective: Go to the Ace of Spades
Use the partner assist button to kick open the red door off to the side.
Follow the path around the right side of the building then climb the ladder.
NOTE: Stop right above the ladder and don't follow the walkway up ahead just
yet. With Piers, you can easily get the "Bring the Heat" trophy/achievement
while up above the ladder in this area. Take out the Anti-Materiel rifle and
aim with it then use the Triangle/Y button to turn on night vision. Look
toward the building directly ahead with night vision on to easily see a few
J'avo on it - they will be a bright white. Aim at the head of one of the J'avo
and blow of its head to get the trophy/achievement!
Move along the platform then follow the walkway up ahead. Hop to the walkways
below. The last section of walkway will fall out from under the first player
that lands on it.
== ROOFTOPS - ROOFTOPS NEAR TENEMENT BUILDING ==
J'avo will attack Chris and Piers from the back building as the two characters
move forward. Two of the J'avo are positioned high up on the building across
the bridge, so be sure to find them and shoot them or they will continually
blast the characters. Break the two --TALL CRATES-- off to the left.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Move over to the next rooftop and kill any J'avo that remain then climb the
ladder on the left side of the rooftop. Follow the platform around the right
side then fall off the high area via the dropoff to the left. Break the --TALL
CRATE-- to the left then kick open the door below.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== ROOFTOPS - OUTSIDE THE TENEMENT BUILDING ==
Move around the side of the middle platform then run across the board to reach
the Area Outside the Tenement Building (Ace of Spades). There are three --TALL
CRATES-- against the left wall that can be broken. Check on the back right
portion of the current rooftop and there are three --FLASH GRENADES-- lying on
a platform.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Flash Grenade x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Before long, J'avo will start to attack. Bravo team will contact Chris and
Piers and tell them to hold out until they arrive.
--> Objective: Hold out until Bravo Team arrives
The first two J'avo always drop from the catwalk above the two tall crates.
Players can easily plan for their arrival by shooting them as they try to fall.
J'avo will eventually swarm the area and attack. It's a good idea to use flash
grenades here to stop long distance J'avo from shooting your character. The
flash grenades will also set up a J'avo for a heavy stun melee. You could also
just blow up a whole group of enemies with a hand grenade or shoot one of the
four explosive barrels found around the area. The explosive barrel on the
higher building is extremely useful for when Javo start to spawn up there and
shoot at the characters. Just blast the barrel to get rid of them all with one
explosion.
NOTE 1: Like what is mentioned below, flash grenades will set up a heavy stun
on a J'avo. Move in front of or behind the J'avo for two different melee
prompts for both Chris and Piers during this stun.
NOTE 2: There is a tall ladder that leads to a platform in the back of the
area. While this might not seem useful, the Piers player can climb it to snipe
enemies from a distance with his rifle.
Eventually, a cutscene will trigger and Bravo team will arrive. Bravo team is
here to ruin your melee kill setups and kick ass! They will wipe the floor
with the rest of the J'avo and keep you from enjoying some more ball-busting
melee kills. Basically, they are saying this area is now done - we hope you
enjoyed the demo, but you'll now have to preorder the full game. Hey wait,
this is the full game!? Nevermind. You see, this was the Chris portion of the
game on the RE6 Dragon's Dogma demo.
Walk over to the double doors and use the partner assist button near them (both
players) to move on to the next portion of the chapter.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
______________________
________________________________________________________/ STAGE 1-4 -- TENEMENT
-------------------------------------------------------------------------------
== TENEMENT - TENEMENT BUILDING ENTRANCE ==
--> Objective: Rescue the hostages
Like HQ says, there are hostages on the first and seventh floors of this
Tenement building. The BSAA will bomb the building after the hostages are
secure. The building has altogether eight floors that the characters can
explore - it actually has more, but only eight floors are accessible to Chris
and Piers. Chris and Piers are currently on the top floor (eighth floor) right
now.
Kick open the door to the side.
== TENEMENT - EIGHTH FLOOR (PRODUCE AREA) ==
The eighth floor has tons of corridors with food spread around the area in
boxes. This floor has several J'avo with machine guns that are hiding around
the sides of the wall at the corners of the corridors. Kill the J'avo by
shooting them in their upper bodies to keep them from mutating into Noga-
Trchanje.
Noga-Trchanje are when a J'avo forms spider legs from shooting off its legs.
These mutations have increased movement speed and can climb walls and ceilings.
They have a very annoying jump attack. They are very weak and fall easily to a
single ground melee, but hitting them with a ground melee can be hard since
they don't stand in one place for too long. Standing right next to one will
give your character a ground melee prompt. The creatures can be stunned with
flash grenades and they can also be staggered with a quick shot in order to
quickly stomp them.
NOTE: Noga-Trchanje have some very predictable moves that are pretty easy to
counter. They will always lean back shortly before they jump at your
character. A counter prompt for stopping the attack will appear right as they
leap. While they are on a ceiling, they will try to hit your character and the
player will get a counter prompt right before that attack. The ceiling attack
is the easiest attack to counter since they have such a long start-up animation
for it - you can see it coming and prepare to press the R1/RT button ahead of
time.
Flash grenades can help out for this floor if J'avo surround a player from
several sides and start to shoot. Just toss a flash grenade to blind the J'avo
and set them up for a heavy stun melee.
Once the area is secure, step back to the entrance door then face the wall
ahead. More forward and turn to the left then look off to the left and enter
the room through the doorway then break the two --TALL CRATES-- inside that
room. Move to the back of the corridor then break the two --TALL CRATES-- off
to the left. Kick open the door to the left of the two tall crates.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== TENEMENT - STAIRWAY ==
Move down the stairs and stop at the doorway that leads to the seventh floor.
Kick open that door.
== TENEMENT - SEVENTH FLOOR ==
Break the --WOODEN CRATE-- on the table to the left after stepping into the
room. Walk through the next three doorways in the rooms behind the reception
counter.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
J'avo will attack in the long corridor that stretches to the right. Defeat
them and don't shoot them in the legs to avoid Noga-Trchanje mutations. Break
the --WOODEN CRATE-- on the floor to the left. While moving down the corridor,
the alcove to the left will have two --TALL CRATES-- in it. Run to the end of
the corridor, but don't open the door there just yet! Break the three --TALL
CRATES-- down the right corridor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1, [ ] Tall Crate x 5
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NOTE: Arm a flash grenade before opening the door and prepare to toss the flash
grenade after it is opened.
Open the door with a kick. Immediately toss a flash grenade to ground all the
Noga-Trchanje that are on the ceiling in the room. They will all fall to the
floor and be open to ground melees. Run into the room and stomp them all.
Move into the room with the reception counter then enter the room with the
refrigerator, bed and sofa. Make a right and enter the room with the tables
and sofa. HQ will contact Alpha team and tell them that they are in the area
with hostages. A woman's voice can be heard from behind the door to the right.
Before opening the door, run into the small room directly ahead and break the
three --TALL CRATES-- inside that room. Walk over to the door on the right
side of the room and open it with the partner assist button.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Noga-Trchanje will exit the room and carry off the two hostages. They will run
to different floors. If you are playing as Piers, arm the Anti-Materiel rifle
DIRECTLY after the cutscene and quick shot the second Noga-Trchanje that exits
the room to immediately save the female hostage and save you the trouble of
having to hunt down that Noga-Trchanje.
If the creature gets away then follow it. The Noga-Trchanje that carries the
female hostage will remain on the seventh floor. It will run around the
entrance area of the current floor and carry the hostage. Find it and shoot it
to kill it and make it drop the hostage.
--> Objective: Rescue the hostage on the eighth floor
There is nothing in the room where the hostages were held. The second hostage
has been taken up to the eighth floor. Return to the stairs.
A total of six Noga-Trchanje will attack on the way back. Two of them will be
in the room right before reaching the stairs. Use flash grenades to stun them
if your character still has any left. Other than flash grenades, quick shot
them from a distance and ground melee them or blast their front J'avo body in
the head with one of your weapons.
== TENEMENT - STAIRWAY ==
Move back up to the eighth floor.
== TENEMENT - EIGHTH FLOOR (PRODUCE AREA) ==
The Noga-Trchanje that carries the hostage will be seen in a quick cutscene
when the characters step back into the eighth floor room. Noga-Trchanje will
attack the characters throughout the corridors of this floor.
Find the Noga-Trchanje that holds the hostage and blast the creature. The
Noga-Trchanje that holds the hostage will have a marker over him that can be
seen through walls, so it's easy to keep up with him. This particular hostage
carrier moves around very fast and moves around the floor quite randomly. It's
best to try to sneak up on him and actually wait for him to move down a
corridor then fire at him. Once again, if you are playing Piers, just shrug
when he appears in front of Piers and quick shot the little ass with your Anti-
Materiel rifle.
Once the hostage carrying Noga-Trchanje is killed, it will drop the hostage and
next objective will be issued by HQ.
--> Objective: Rescue the hostage on the first floor
There is one more hostage on the first floor. Run back to the stairs.
== TENEMENT - STAIRWAY ==
The stairway only goes to the sixth floor. The stairs are blocked by a simple
table and blockade that could be easily moved, but I guess Chris' memory hasn't
returned well enough to boulder punch them out of the way, so... open the door
to the sixth floor.
== TENEMENT - SIXTH FLOOR (BUTCHERY) ==
Break the --WOODEN CRATE-- across from the door. There is another --WOODEN
CRATE-- on the other side of the hole in the floor. After passing by the hole
in the floor off to the left, the camera will show a burning police car on the
street below.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Alright, now let's talk about tall crates. There are two --TALL CRATES--
behind the counter with meat off to the right when stepping back into the first
corridor to the right. Step back out into the corridor then move behind the
counter to the left with meat above it and break the two --TALL CRATES-- in
that area also.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
******************************** SERPENT EMBLEM *******************************
Campaign: Chris, Chapter 1 [SE04]
Location: Tenement - Sixth Floor (Butchery)
After Chris and Piers rescue the second hostage in the Tenement building (Ace
of Spades), they will have to move down to the sixth floor to save the final
hostage. While on the sixth floor, find the two tall crates behind the counter
with meat hanging above it and pans on the counter down the first corridor to
the right after stepping into the corridor area. This counter is the counter
off to the left. There is a serpent emblem on top of a cabinet next to a metal
meat storage behind that counter.
*******************************************************************************
*********************************** TREASURE **********************************
Campaign: Chris, Chapter 1
Location: Tenement - Sixth Floor (Butchery)
Contents: 2000 Skill Points
After Chris and Piers rescue the second hostage in the Tenement building (Ace
of Spades), they will have to move down to the sixth floor to save the final
hostage. While on the sixth floor, face the elevator doors in the back of the
area and this treasure chest will be in an alcove along the left corridor. The
chest is across from some stacked white and blue boxes. This chest contains
2000 skill points.
*******************************************************************************
Facing the elevator doors, look to the right and break the --TALL CRATE-- down
the right corridor. Run back to the elevator doors and open them with the X/A
button then step inside and press the partner assist button to ride the
elevator down to the first floor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== TENEMENT - ELEVATOR ==
Delta team will talk over the radio to HQ about saving the hostages on the
fifteenth floor. Shortly after the message is heard over radio, the elevator
will stop and the light will go out. Move to the left side or back side of the
elevator to get an X/A button prompt to investigate the ceiling. Use the
partner assist button to have Chris boost Piers up to the ceiling. Piers will
open up the ceiling panel and climb up on top of the elevator.
== TENEMENT - ELEVATOR SHAFT ==
The Piers player needs to step beside the hole in the ceiling and use the
partner assist button to help Chris up through the ceiling. A J'avo with a
rocket launcher will fire a rocket into the elevator as Chris pulls up and both
Chris and Piers will fly toward the walkways on both sides of the elevator.
The rocket launcher J'avo is on a catwalk above the walkway that Piers is on.
The Chris player should look up and shoot the rocket launcher J'avo. The Piers
player can look directly up and shoot through the catwalk floor to hit the
rocket launcher J'avo also. The Piers player will be able to break the
--WOODEN CRATE-- and the --TALL CRATE-- on the right side of the elevator door
and the Chris player will be able to break the --WOODEN CRATE-- and --TALL
CRATE-- on the left side of the elevator door.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 2, [ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Both characters need to move toward the elevator door across from the breakable
objects on each walkway. Use the partner assist button to make the characters
pull the door open that leads to the third floor. Three J'avo with heavy
machine guns will shoot toward the elevator. Toss a hand grenade at them, if
you have more than two, while taking cover behind the elevator door or blast
them with a gun while inside the elevator. Tap the X/A button when the button
prompt appears while next to the ledge by each side of the elevator door to
make the characters step onto the third floor.
== TENEMENT - THIRD FLOOR (KITCHEN) ==
Several J'avo will enter the back portion of the room from the left corridor in
the back of the room. Toss a hand grenade toward them when they first run into
the area and prepare to toss another hand grenade as they mutate into Noga-
Trchanje. The hand grenade will hit their legs, so you NEED to have another to
kill their mutations if a hand grenade is used. The J'avo that appear have a
lot of health, so a hand grenade is highly advised here. A flash grenade can
work well to stun them and set them up for a heavy stun melee, but keep in mind
that there are a bunch of J'avo that attack.
While standing with the elevator doors to your character's back, break the two
--TALL CRATES-- in the kitchen area off to the right. There are three --TALL
CRATES-- against the right wall near the very back of the room and two --WOODEN
CRATES-- off to the left in front the door to the stairway. Open the door to
the stairway on the back left portion of the room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 2, [ ] Tall Crate x 5
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== TENEMENT - STAIRWAY ==
Run down to the second floor then open that door. Delta team will contact HQ
along the way.
== TENEMENT - SECOND FLOOR ==
The hostage is below the middle the area, but screw the hostage right now. We
got some breakable objects to destroy! The path ahead is blocked, so move
along the right corridor and break the --WOODEN CRATE-- and the --TALL CRATE--
in the alcove off to the right. Delta team will contact HQ again and mention
that they are out of the building. HQ will commence bombing of the building
once Alpha team has made it out.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1, [ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Don't move down either of the ladders off to the left just yet - the ladders
that are above the hostage. Run to the end of the left corridor along the
opposite side of the area and break the --WOODEN CRATE-- and --TALL CRATE-- at
the far end. Find the --WOODEN CRATE-- below the ladder to the left closest to
the last two breakable objects then hop down the ladder and break it. It's on
the fence ceiling. While still on the fence ceiling, where the wooden crate
was, hop over the portion of the ceiling that separates the two fence ceiling
areas then find the --WOODEN CRATE-- beside the two ladders above the hostage.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 3, [ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*********************************** TREASURE **********************************
Campaign: Chris, Chapter 1
Location: Tenement - Second Floor
Contents: 5000 Skill Points
Once Chris and Piers get out of the elevator, shortly before a rocket launcher
J'avo destroys the elevator, they will be ambushed by several J'avo in the
third floor kitchen area of the Tenement building. The two characters will run
down some stairs afterwards and then arrive on the second floor of the Tenement
building. The middle area of the third floor has a fence ceiling on it and the
final hostage for the main objective is in the room below. Don't drop down
there just yet. Run to the opposite side of the room that the characters enter
from and find the brown chest below a wall sign and to the left of a shelf.
Open the chest to find 5000 skill points.
*******************************************************************************
== TENEMENT - FIRST FLOOR ==
The three J'avo in the room below can be shot while standing on the fence
ceiling or they can be killed after dropping down to the room below. Stand
over the hole on the side without railing and use the partner assist button to
drop below. Fight off any of the J'avo that are still in the room. They can
mutate into Ruka-SRP (blade arm), so don't shoot their arms.
NOTE: Be sure to equip a weak weapon IMMEDIATELY after killing the final J'avo
in the room. DO NOT have a grenade or the Anti-Materiel rifle equipped at that
time since the characters will have to make precise shots to save the final
hostage.
A J'avo with a sword will fall down from the hole in the ceiling and grab the
hostage. Carefully aim at him and shoot him in any portion of his body to kill
the J'avo. Make sure to have a weak weapon equipped. It's hard to make
precision shots with an Anti-Materiel rifle from close range obviously. Once
the hostage is saved, the characters will contact HQ and then HQ will tell them
to get to the extraction point.
--> Objective: Get to the extraction point
Find the door in the room and kick it open. A BSAA soldier will be near the
doorway to the loading bay and he will take the hostage with him. Step toward
the doorway. A cutscene will trigger as an explosion goes off when Chris and
Piers try to exit.
--> Objective: Get clear of the building
HQ will tell Chris and Piers to get out of the building through the third
floor. The characters need to rush toward the elevator shaft on the current
floor (across the room from the blocked doorway) and climb the ladder in the
shaft. Hop down into the shaft with the burning elevator then quickly climb
the ladder off to the left. HQ will contact Chris and Piers and tell them to
get out now! Rush over to the door along the walkway to the left after
climbing the ladder then use the partner assist command to open it.
== TENEMENT - SECOND FLOOR ==
The bombing will start once the characters step out to the second floor. Turn
to the left and then move to that side then run to the right and move by the
railing and dash to the back of the room. Make a left at the end of the room
then enter the stairway through the doorway off to the left.
== TENEMENT - STAIRWAY ==
Move up the stairs and run through the doorway on the third floor at the top.
== TENEMENT - THIRD FLOOR ==
The floor will start to crumble. Run to the right and J'avo will start to
attack from that direction. Ignore them and run by them and then continue to
the right until the characters can pass by the floor off to the left. Dash
along the floor and run to the hole in the wall in the back of the room.
The floor will crumble underneath the last player that gets to the floor in
front of the ledge. Shake the left thumbstick to pull up - the partner can
approach the side of the ledge and pull the hanging player up by using the
partner assist button while standing above the character. Run toward the ledge
up ahead and press the partner assist button to get out of the building.
Hopping out of the building will trigger a cutscene that will end this chapter.
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
\_____________________________________________________________________________/
/ ___ _ _ ___ _ \
/ __\| |__ _ __ (_) ___ \______________________/ / _ \(_) ___ _ __ ___
/ / | '_ \ | '__|| |/ __|/ CHRIS CAMPAIGN \ / /_)/| | / _ \| '__|/ __|
/ /___ | | | || | | |\__ \\______________________// ___/ | || __/| | \__ \
\____/ |_| |_||_| |_||___// \\/ |_| \___||_| |___/
\_____________________________________________________________________________/
/ \
-- RANKING REQUIREMENTS CHRIS, CHAPTER 2
.-----------------------------------------------------------------------------.
| RANK | ACCURACY | DEATHS | CLEAR TIME | ENEMIES ROUTED |
|=============================================================================|
| A | 70% or more | 2 or less | 90 minutes or less | 70 enemies or more |
| B | 60% | 5 | 110 minutes | 60 enemies |
| C | 50% | 7 | 120 minutes | 40 enemies |
| D | 49% or less | 8 or more | 121 minutes or more | 39 enemies or less |
'-----------------------------------------------------------------------------'
.--------------------------------------------------------------.
| POINTS RECEIVED PER RANK |
|==============================================================|
| RANK | A | B | C | D |
| POINT AMOUNT | 25 points | 20 points | 15 points | 10 points |
'--------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| TOTAL RANK POINTS FOR FINAL SCORE |
|=============================================================================|
| RANK | S | A | B | C | D | E |
| TOTAL POINTS | 100 pts | 90 pts | 75 pts | 55 pts | 45 pts | 44 pts or less |
'-----------------------------------------------------------------------------'
[CR02]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
C H A P T E R 2 - T R A G E D Y I N E U R O P E
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
December 24, 2012
Edonia, Eastern Europe
____________________________________
__________________________________________/ STAGE 2-1 -- CITY IN EASTERN EUROPE
-------------------------------------------------------------------------------
== CITY IN EASTERN EUROPE - STREET TO OVERHEAD BRIDGE ==
--> Objective: Bring the city under control
NOTE: Players will be taken back six months during this chapter. This full
chapter is a flashback chapter. Basically, you are playing with the Chris that
remembers he crushed Wesker with a boulder shortly before throwing his crippled
ass into a volcano. Chris is more confident and he even has different praises
than the modern day Chris we left in the last chapter. Try them out! Hold the
partner assist button and tap R1/RT for different phrases than before.
Both players will start out in vehicles as they move in between two buildings
then onto the street ahead. The Chris player will be on top of an APC and the
Piers player will be in the passenger seat of an armored vehicle in front of
the APC. A rocket will hit the armored vehicle that Piers is in and tump it
over. Both characters will get out as the vehicles stop in front of a warzone
of J'avo up ahead. The Chris player will hop out from the top of the APC and
the Piers player will get out on the left side of the armored vehicle.
NOTE: The APC can actually run over a player if you stand in front of it, so
stay out of its way! This only knocks the player down, but... it still doesn't
look good for your overall appearance while playing online.
Many J'avo are up ahead and more will come in a few seconds. There are two
J'avos with sniper rifles that both players should take note of and there is
also a J'avo manning a gun turret and a J'avo with a rocket launcher along the
upper buildings. Be sure to find them all while fighting the J'avo in the
area. The Piers player should be the main character to take out these long-
range enemies.
-- Sniper J'avo Locations:
a) behind the second set of sandbags
b) up in a distant window on the left side of the area
-- Rocket Launcher J'avo Location:
a) Find the highest window of the building along the left side of the distant
bridge and the J'avo with the rocket launcher will be looking out a
window. He can be seen easily from the top of the platform above the
stairs past the area where the vehicle pulls up to let out J'avo.
b) Find the walkway above the gun turret off to the right in the background
and there is a J'avo near the portion without railing that has a rocket
launcher.
-- J'avo with Gun Turret Location:
Find the turret to the right of the bridge in the back and shoot the J'avo
that controls the turret.
While moving ahead, a vehicle with J'avo inside will drive up and block the
road. A few J'avo will get out of it and attack. The APC that the characters
started out in will move on ahead as the fight progresses. Try to take cover
behind some sandbags or a vehicle because the gunfire can really chip away at a
player's health here. It's best to bullet kill in this area instead of melee
kill out in the open.
The J'avo that you fight here can mutate their arms if a player shoots them in
the arms. These J'avo are known as "Ruka-Bedem". These J'avo will form a
shield out of their arm skin tissue. When they have a shield, they will hold
it in front of them to block bullets then move forward and try to ram your
character. The ram can be countered or you can just move out of the way of it
- it's pretty slow. Shoot them in the legs to stagger them or hit them up
close with a melee to stun them. A quick shot from close range will often set
them up for melee.
Hitting Ruka-Bedem from behind is the way to stagger them. Hitting them with a
melee combo (R1, R1/RT, RT) and having both attacks hit them from behind will
set them up for a heavy stun melee and hitting them with your character's back
melee (run behind the enemy then press R1/RT while your character's back is
turned) will set them up for a heavy stun melee as well!
The J'avo in this area can also mutate into a Telo-Magla once they are
defeated. A Telo-Magla is a moth mutation that sprays out a poison gas in the
area where it mutates. The poison gas will slowly drain a player's health when
the player is next to it. The J'avo will also revive afterward without a
shirt. It will be extremely weak at that point, so just finish it off. Telo-
Magla is not a mutation to worry about so long as player's keep their distance
from a dying J'avo. It's actually the weakest J'avo mutation of all! The
J'avo can be killed off as it performs this mutation to stop the mutation and
the attack. This mutation is caused from the J'avo taking damage in its body.
There is a --TALL CRATE-- on the left wall up under the area with the pillars
and there is another --TALL CRATE-- in the small room on the left side of the
area up ahead. Your main task at the moment is to reach the stairs near the
overhead bridge. There is a sealed gate below the bridge so the APC can't get
to the street behind it at the moment. Move to the back of the area and clean
the area of J'avo then move up the stairs off to the left.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== CITY IN EASTERN EUROPE - BRIDGE AREA ==
Pick up the --RED HERB-- on the ground to the left after moving up the stairs.
Enter the building and kill the J'avo inside with uber Redfield melees. Step
into the back room before walking out to the bridge to find a --TALL CRATE--
and two --WOODEN CRATES-- inside. Step out on the bridge and use the partner
command at the door on the other side to trigger a cutscene.
NOTE: There is a weapon and some more pickups inside the room behind the locked
door, but the characters will have to backtrack in order to get them later.
Both players need to drive off the enemy in the cutscene in order to backtrack
to it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Red)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1, [ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== CITY IN EASTERN EUROPE - BRIDGE ==
After the cutscene, both players will be put back in control of Chris and Piers
as the giant enemy from the prior cutscene moves toward the bridge. This big
enemy is called an "Ogroman". Hey, it beats another El Gigante, right? Both
players can shoot at the creature, but it doesn't do any good. Ogroman cannot
be killed or wounded at this time. The creature will pick up a vehicle and
toss it toward the characters. He has some really bad aim since he appears to
miss every time. Eventually Orgroman will get closer to the bridge and both
characters will leap off the bridge and land on the street below.
== CITY IN EASTERN EUROPE - STREET BEHIND BRIDGE ==
Alright, I think we should run. Finn better hurry the hell up with that APC!
Your objective here is to reach a high place in order to fight Ogroman easier.
There are two areas where both players can get up ahead. One area is the
wooden platform up the ladder directly ahead off to the left (character's
right). There is also a long corridor up the stairs off to the right
(character's left) just as both characters step down the street away from the
bridge.
NOTE: There is a ladder in the very back of the street that can be used to
climb up to the upper corridor along the right side of the area (character's
left).
--> Objective: Hold out for the armored vehicle
It's best to move up the stairs off to the right (character's left) and get
inside the top corridor. There are three breakable --TALL CRATES-- in the
corridor. Hop over the low wall and the pipe to get to the back portions of
the corridor. The Ogroman will attack by breaking open the wall with punches.
You want him to break the wall, so allow him to attack!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Ogroman's weak point is the red growth on his back. Once he breaks open a
portion of the wall, blast him in the red growth on his back and continue to
shoot him until he starts to yell. He will stagger and lean up against the
side of the building. When he does this, run toward him and stand next to him
to get a melee prompt. When the melee is activated, prepare to tap the X/A
button while your character grabs the bone on his back and pulls on it. If you
tap the button fast enough, your character will pull that bone out of his back
and impale that sucker right in his growth spot with his own back bone. It's a
good idea to use your index finger to tap the X/A button since it requires some
fast tapping here. If you fail the QTE button tapping then the Ogroman will
grab the character and squeeze the character, so shake the left thumbstick to
break free.
NOTE 1: As the Ogroman attacks, J'avo will move toward your characters and
attack as well. There are not too many of them, and if a player performs a
melee attack on the Ogroman early, then the characters won't even have to worry
about them.
NOTE 2: In co-op play, a player can get inside the building on one side and the
other player can get on the wooden walkway on the other side and both players
will surround the Ogroman and can easily hit him in his red growth to stun him.
A cutscene will play as the Ogroman is driven off by the APC. That Ogroman
better be lucky that the APC arrived before Chris and Piers had the chance to
open a Pandora's Box on that ass.
--> Objective: Bring the city under control
Your main route is to follow the APC now, but it's best to return back to the
bridge at this point in order to fetch the items in the room on the bridge.
Both players should move back up the stairs and step out onto the bridge then
open the door on the other side with the partner action command. Pick up the
++ASSAULT SHOTGUN++ on the gun rack in the back of the room then grab the
--FIRST AID SPRAY-- on the box inside. There is also a breakable --TALL
CRATE-- inside as well.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] ++ASSAULT SHOTGUN++, [ ] First Aid Spray
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Return to the street behind the bridge and follow the APC. The APC will knock
over a gate up ahead. Follow it down the street. J'avo will step out of the
corridor off to the right and attack and they will step out along the high
ledge off to the left as the APC moves down the right street. The majority of
the J'avo in this area are very weak and only take a few shots from any weapon
to kill, so just blast them out of the way when you see one. Aim up toward the
left upper ledge and kill the J'avo that try to shoot from behind the railing
as well. Take cover behind the APC or nearby pillars if needed.
Enter the small room in the back of the right corridor and break open the
--TALL CRATE-- inside. There will be at least one J'avo inside the room, so be
ready for him. Continue to follow the APC afterward. It will knock over
another fence and continue out into the next street.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== CITY IN EASTERN EUROPE - STREET ==
This next street has two sandbag piles on it and there is a destroyed building
area to the left and an upper ledge on the right. The upper ledge often has a
sniper J'avo on it so keep that in mind. If a player enters the destroyed
building area off to the left, you can move up the stairs in the back then hop
over to a platform with a J'avo on it and kill him. This platform is the
perfect place for a Piers player to get since that player can shoot at the
surrounding enemies with his rifle. Players can easily kill the sniper J'avo
in the upper corridor on the other side of the area from the platform across
from him. The APC will hit a mine eventually and be destroyed.
NOTE: Sometimes the snipers J'avo in this area do not appear. It seems random
per playthrough whether they will be in this area or not.
While both players move to the back of the area, a vehicle filled with J'avo
will eventually drive up and several J'avo will hop off of it. Two sniper
J'avo might hop out of the vehicle and immediately get behind the sandbags off
to the left and start shooting. Don't let the sniper J'avo get the chance to
take cover - kill them as they run toward cover. If they get behind the
sandbags and both players are at long range, toss a hand grenade or a flash
grenade behind the sandbags if needed. Going through the destroyed building is
also an easy way to get close to any J'avo that stand at a distance and fire.
There are two breakable --TALL CRATES-- on top of the ledge on the right side
of the area.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The J'avo in this area can still mutate into Ruka-Bedem (with shields), so
don't shoot them in the arms much. They can also mutate into Telo-Magla (moth
form), so keep your distance after killing them. Kill all the J'avo then move
to the back of the street. Piers will order Finn to blow open the fence up
ahead with some explosives. The explosion is not big at all, so there is no
need to move away from the fence while it goes off. Hop down into the Train
Yard below the fence.
== CITY IN EASTERN EUROPE - TRAIN YARD ==
A train car blocks the exit up ahead. Finn will set up some explosives near it
to clear the car but both players need to guard him while he sets the
explosives. A meter will display on Finn that will show how much longer it
will take him to set the explosives.
--> Objective: Cover Finn Macauley
Immediately look up on the middle train cart off to the right and kill the
J'avo with the rocket launcher on top of the train cart. He will almost always
start blasting at players right from the start. The Piers player should climb
up one of the nearby ladders and kill J'avo with his sniper. Climb the ladder
to the immediate left while in the back of the Train Yard and break open the
--TALL CRATE-- and --WOODEN CRATE-- at the top - this area is a great high area
for a Piers player to get. There is also another --TALL CRATE-- behind the
small wall off to the left below this high platform.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The Chris player should move further back into the right portion of the Train
Yard. There are two breakable --TALL CRATES-- inside the middle cart so be
sure to break them open eventually. Find the ladder on the opposite side of
the middle train cart and climb it. Face the high platform up ahead and J'avo
will spawn from a high ledge and drop to the platform and then take cover
behind the sandbags on top. Some of the J'avo will fall down and try to climb
the middle train cart or attack from below. Shoot at the J'avo as they drop
and try to watch for the J'avo that have rocket launchers. Be sure to kill
them first! Pick them out and blast them quickly. If they hit a player with a
rocket, it will take off two blocks of health per hit on normal mode.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
******************************** SERPENT EMBLEM *******************************
Campaign: Chris, Chapter 2 [SE05]
Location: City in Eastern Europe - Train Yard
While defending Finn as he lays explosives near the train cart in the Train
Yard, this serpent emblem can be seen through the windows of the room below the
high platform in the far right of the area. If you climb up on the middle
train cart, you can easily look down at the building below the area where the
J'avo spawn (off to the right) and see this emblem through the windows.
*******************************************************************************
The J'avo in this area can mutate and spawn as Ruka-Bedem. They can also
mutate into Talo-Magla while dying. Talo-Magla are no big deal though. It's
good for the Chris player to stay on top of the middle cart and kill the J'avo
that spawn so the player can easily kill off the rocket launcher J'avo as they
spawn - they often stay up high. The Piers player should try to pick out
rocket launcher J'avo and shoot them as well, since they are by far the most
dangerous J'avo types in the Train Yard.
--> Objective: Find Finn Macauley
Eventually Finn will call out to the characters and say that the explosives are
ready. At this time, both characters need to run toward him to trigger a
cutscene. J'avo will most likely still be in the area, but both players can
end the battle by running toward Finn after receiving the objective above. A
cutscene will trigger afterwards that will end this portion of the chapter.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
________________________
______________________________________________________/ STAGE 2-2 -- THE BRIDGE
-------------------------------------------------------------------------------
== THE BRIDGE - NEAR THE BRIDGE ==
Move down the stairs to the left and HQ will contact Alpha team. The main
destination (City Hall) is across the bridge up ahead. There is a BSAA soldier
that is wounded on the bridge and requires saving.
--> Objective: Rescue the BSAA operative
Grab the --GREEN HERB-- on the oil drum below the stairs near the fence off to
the right then break the two --TALL CRATES-- near the broken wall across from
the green herb pickup. While moving further ahead there is a --WOODEN CRATE--
off to the left.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Walk toward the bridge. The Chris player will have to toss the Piers player
across the gap in front of the doorway directly ahead. The two characters will
be split up for the beginning of this part of the area.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- CHRIS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The armored vehicle will move out of the way at the front of the bridge and let
Chris onto the bridge. Finn will rush ahead to find the injured BSAA soldier.
== THE BRIDGE - STEEL BEAST BRIDGE ==
Step onto the bridge. An explosion will go off and the bridge will start to
slant downward on the side that Chris is on.
While Chris is crouched down on the slanted surface of the bridge, quickly
climb to the left to avoid the burning car that is about to fall on the right
side of the bridge slope. Tap the X/A button to crawl faster, but keep in mind
that tapping the button will take stamina from the combat gauge. Crawl up
toward Finn on the left side of the slope and he will help Chris back up to the
bridge. Players need to be fast during this part. If Chris moves too slow, he
will fall off the bridge and die!
Finn will start to administer first aid to the fallen BSAA soldier. HQ will
contact Alpha team and tell them about a T-42 tank that is moving into position
on the other side of the bridge.
--> Objective: Destroy the tank
Be sure to take cover often here. Don't just rush out into the line fire that
often unless moving to another cover point Run and slide behind the group of
sandbags across from the gun turret where the J'avo is stationed and try to
shoot the J'avo behind the gun turret. There is also a J'avo with a sniper
rifle on a high catwalk in the back of the bridge.
Since Chris doesn't have a long range weapon, a hand grenade or flash grenade
can help out for the J'avo behind the turret. The Piers player should help out
for killing off the enemies with his anti-materiel rifle from long if the Chris
player waits behind a cover area however. The Piers player is the main star of
the show for this segment. The Chris player is very limited in what Chris can
do here.
Move further onto the bridge after the J'avo are killed on the current side.
Get behind the truck across from the tank and wait there. J'avo will attack
Chris from up ahead. They will rush toward him and move behind the truck then
attack there. They will mutate into Ruka-Bedem (shield arm) and Noga-Oklop
(armored legs) when shot in the arms or legs. Wait for them behind the truck
or the crates and do not step out in front of the tank's line of fire.
Eventually the tank will move toward Chris and allow Piers to shoot the fuel
tank on the truck in the back of the T-42 tank to destroy the tank.
--> Objective: Reunite with your partner
Chris can move out into the open once the tank is destroyed. Another sniper
rifle J'avo will step out onto the high walkway in the back of the bridge and
fire at Chris so prepare to snipe him with the assault rifle or handgun. More
J'avo will rush Chris soon as well. They will still mutate into Ruka-Bedem and
Noga-Oklop when the shot in the arms or legs.
Find the ladder on the back side of the bridge and climb it. Chris will
mention that he is heading for the upper level of the bridge and that Piers
needs to meet him up top. Climb the next ladder at the top of the first
ladder. Move along the catwalk and break the --TALL CRATE-- and the --WOODEN
CRATE-- off to the left along the catwalk. Move up the next ladder to go
higher on the bridge.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Chris will reach the top of the bridge after climbing. Run over to the --TALL
CRATE-- off to the left up ahead and break it. Kick down the ladder near the
tall crate so the Piers player can move up to the top of the bridge. Piers
will be coming down the lower catwalks shortly. Be sure to watch out for J'avo
on the top portion of the bridge - they will mutate into Ruka-Bedem and Noga-
Oklop when shot in the arms or legs still.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- PIERS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Once Piers lands on the other side, the Piers player needs to move down the
stairs off to the left in the corridor ahead. The BSAA soldier will tell him
that he needs to equip his thermal scope to see, but the area is not really
that dark. Hold the anti-materiel rifle with the L1/LT button then tap the
Triangle/Y button to use the thermal scope. This allows the player to see any
type of body heat in white through the scope.
--> Objective: Destroy the tank
A tank will appear on the bridge eventually and the Piers player needs to help
take down that vehicle. Piers will run into a few J'avo while moving along the
corridor at the bottom of the stairs. These J'avo can mutate their arms and
legs. They will mutate into Ruka-Bedem (arm shields) and Noga-Oklop (leg
armor). Avoid shooting them in their arms and legs to avoid the mutations.
They can form both mutations at the same time.
Piers will run into about six J'avo in the tunnel. It's a good idea to use the
shotgun for this area to kill the J'avo quickly so they don't mount up on
Piers. There is a --TALL CRATE-- against the wall near the window up the first
set of stairs to the right. While continuing down the dark corridor, there
will be two --TALL CRATES-- against the wall to the right across from a torch.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Step into the corridor with windows then run up the stairs in the very back.
The BSAA soldier will tell Piers that he can get a full view of the bridge from
the high platform at the top. Break the two --TALL CRATES-- off to the right
after getting on the high platform and facing the bridge. The BSAA soldier
will work on opening the door on the high platform while Piers is up on the
high platform with him.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== THE BRIDGE - HIGH PLATFORM ==
Alright, Raiden, it's time to play sniper! Piers has a rifle that could blow
the balls off Raiden's sniper though!
Arm the anti-materiel rifle and then look toward the bridge. It's a good idea
to use the thermal scope here (Triangle/Y while looking through the scope) to
more easily make out the J'avo on the bridge. The Piers player needs to
provide support fire to the Chris player during this part.
Be sure to shoot the J'avo that are stationed behind gun turrets when looking
toward the bridge. They are the main J'avo that Chris will be having problems
with. Keep in mind that hitting the J'avo in the arms will make them mutate
into Ruka-Bedem and shooting their legs will make them mutate into Noga-Oklop.
Try to shoot their upper half to avoid creating an army of J'avo mutations for
the Chris player.
Chris will call Piers attention to the tank. Piers can't very well destroy a
tank with just a rifle though. There is a red fuel tank on the truck behind
the tank, but the tank will be covering it. The Chris player will have to lure
the tank away from the back of the bridge. Once the tank moves forward, find
the red fuel tank on the back of the truck on the back portion of the bridge
and shoot it with the anti-materiel rifle. The anti-materiel rifle's scope
bounces around a bunch, but you should be able to hit the fuel tank eventually.
Obviously, you don't want the thermal scope equipped for an object that doesn't
give off heat... right?
--> Objective: Reunite with your partner
Chris will congratulate Piers on a job well done. The BSAA soldier will open
the door on the high platform. Chris will mention that he is headed for the
upper level of the bridge and that Piers should meet him up top. Move down the
stairs behind the doorway and prepare to fight a few J'avo along the way.
******************************** SERPENT EMBLEM *******************************
Campaign: Chris, Chapter 2 [SE06]
Location: The Bridge - Steel Beast Bridge (shoot from High Platform)
While playing as Piers, he will have to shoot a fuel tank on the back of a
truck to destroy a tank on a large bridge for Chris. After shooting the fuel
tank, Chris will tell Piers to meet him on the bridge. The BSAA soldier in the
back of Piers will open the door on the high platform that Piers is on. Move
down the stairs of the walkway past the doorway and look up on the bridge to
see this serpent emblem on a steel beam near the top of the bridge. This is up
above a truck near the starting side (right side) of the bridge. It's very
easy to make out because of its light blue color against the dark colored
beams.
NOTE: This emblem can ONLY be shot while playing as Piers. The Chris player
can't get a good enough view to see it.
*******************************************************************************
The J'avo that Piers will fight while moving up the stairs can mutate into
Noga-Oklop so avoid shooting them in the legs. Break the --WOODEN CRATE-- on
the oil drum off to the right and the --TALL CRATE-- off to the left while
moving up the stairs near the end of the walkway. Step up onto the top of the
bridge from the stairs.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== THE BRIDGE - STEEL BEAST BRIDGE (TOP) ==
Move out onto the bridge and find the open train cart. J'avo will attack Piers
along the way, so be ready to blast them. Climb up into the back of the train
cart that is connected to another train cart. Fall out the other side of the
train cart. J'avo will start to fire at Piers from the catwalks of the bridge
below. Run over to the left and fall down the ledge near the red and white
railing.
== THE BRIDGE - STEEL BEAST BRIDGE (UPPER CATWALKS) ==
Blast the J'avo that attack then start to break the --WOODEN CRATE-- near the
railing to the right and the two --TALL CRATES-- near the railing directly
ahead. The Chris player needs to lower the ladder by kicking it down so the
Piers player can climb up. There should be a tall crate in front of the ladder
that Piers climbs up, unless the Chris player has already broken it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
== THE BRIDGE - STEEL BEAST BRIDGE (TOP) ==
--> Objective: Clear the path
NOTE: The two players can go the way the other player came from and possibly
find some items from breakable objects if they are still around. The Piers
player can fall down the ladder off to the left before reaching the back of the
bridge to find some breakable objects and the Chris player can find some
breakable objects on the lower catwalk of the bridge. Whether items will be
there or not depends on how long ago the player shattered the objects.
Both players should join up on the other side of the bridge. Run to the
opposite side of the bridge (above where the tank was). Both players need to
use the partner assist button to push off the large metal container on the far
end. Even though Chris could beat the hell out of large rocks and knock them
off ledges a few years back, metal containers seem to be like a kryptonite to
the aged superhero of today.
Enemy reinforcements will arrive after pushing the metal container off the side
of the bridge. Another tank will roll out onto the bridge on the opposite
side. Finn is on the bottom portion of the bridge with a wounded member of
Bravo team. Piers tells Finn to drag the soldier up to the top of the bridge
with him while they wait on him.
--> Objective: Hold off enemies until Finn arrives
A rail cannon will show up on the bridge, but it will not fire at the
characters at the moment. Players definitely need to take cover here to avoid
the sniper rifle fire and rocket launcher rockets from the other side. With
Piers, arm the anti-materiel rifle and look back toward the rail cannon then
shoot any sniper rifle or rocket launcher J'avo. They will both appear either
to the side of the tank or on top of the tank.
It's a good idea for the Chris player to stick to cover and shoot the J'avo
that run toward your side of the bridge. The J'avo will parachute out of
airplanes and land on the bridge. There will be two waves of J'avo that will
parachute. J'avo with knives will rush toward the characters side as well.
The J'avo here can mutate into Telo-Magla (poison moths) and Noga-Oklop
(armored legs).
When shot in the arms during this battle, the J'avo can mutate into the Ruka-
Khvantanje that has a long insect arm. This J'avo mutation is dangerous from
long range. It has a long range arm grab where the J'avo will quickly grab a
character and slam the character to the ground. A player can't counter the
grab. It will grab a player out of cover also. Be on the lookout for this
grab when one of these mutations is in the area and roll to the side to avoid
it. Be sure to kill any Ruka-Khvantanje mutations quick before they get too
close.
NOTE: A player can aim up toward the J'avo on parachutes and shoot their
parachutes with a weak weapon to put holes in the parachutes and make the J'avo
fall to the bridge. It will automatically kill the J'avo. This is a very
quick way to kill them!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
Kill a J'avo with a parachute by shooting its parachute while it falls to get
an extra medal at the end of this chapter.
.--------.
MEDAL: Killed a paratrooper enemy in mid-air | [ME151]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Cover Finn Macauley
Finn will eventually arrive on your side of the bridge. He will lay the BSAA
soldier down in the back of the bridge and Chris will order him to blow up the
bridge. Finn will lay down explosives behind the sandbags. Your job here is
to cover Finn while he lays down the explosives. J'avo will start to rush
toward the players' side but they will not parachute onto the bridge anymore.
Once Finn is finished planting the explosives, Chris will order Alpha team to
fall back and find cover. Rush further to the back of the bridge on your side.
--> Set explosives
The rail cannon will move toward your side of the bridge and Chris will tell
Finn to delay detonating the explosives. The rail cannon will move toward the
other side and Finn will detonate the explosives then a cutscene will trigger
that will end this portion of the chapter.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
___________________________________
___________________________________________/ STAGE 2-3 -- IN FRONT OF CITY HALL
-------------------------------------------------------------------------------
== IN FRONT OF CITY HALL - STREETS ==
--> Objective: Destroy all gun turrets
Wow, that big guy doesn't look happy. The big enemy is known as an Ogroman.
This bad boy can flatten players out in the street pretty easily, so stay out
of his way while outside. The BSAA would help out from the air, but there are
some anti-aircraft guns situated around this area that prevent them from flying
in. Jake Muller and Sherry Birkin will help Chris and Piers for this battle.
All the characters need to disable the anti-aircraft guns. There are a total
of three of them. Each of the guns are manned by J'avo. Find the gun and kill
the J'avo then Finn will plant an explosive on the gun. The characters will
have to protect Finn while he plants the explosive. Finn will have a meter
near him that shows how much longer it will take him. J'avo and an Ogroman
will attack while Finn arms the explosives.
With both Chris and Piers, the assault shotgun is a good weapon to use for
killing J'avo during this portion of the chapter. Chris' handgun and assault
rifle work well when quick shot is used in order to set up light stuns on J'avo
for melee. Piers' anti-materiel rifle quick shot can work well for instantly
killing or knocking down J'avo during this portion of the chapter. His MP-AF
works well for precision shooting and setting up melees on J'avo.
NOTE: None of the J'avo in this portion of the chapter will mutate in any way,
so don't worry about shooting them in the head, body, arms or legs - it doesn't
matter since they won't mutate.
The first anti-aircraft gun is on the second floor of the nearby building. The
building is on the left side of the screen once control is given back to the
player. Find the open doorway then move up the stairs. Move off down the
first corridor to the left after climbing both sets of stairs to find two
--TALL CRATES-- against the right wall of the room through the doorway.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
J'avo are along the rooftop, so be careful when trying to enter the room on the
second floor. The J'avo are armed with machine guns, so shoot them from a
distance to stun them (head, body, arms or legs) and then run up and melee
attack them with the R1/RT button. Break the two --WOODEN CRATES-- on the
metal object in the second floor room for some extra items.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
**ANTI-AIRCRAFT GUN 1** is right outside the door on the opposite side of the
room. Look off to the left after stepping through the doorway then shoot the
J'avo that is on the seat of the gun. Eventually Finn will come over to the
gun and start to prepare explosives. A meter below Finn will show how much
longer it will take him. Once it fills up, he will be done. Your job is to
protect Finn while he prepares the explosives. The main threat to Finn is that
big lug out in the streets - yeah, that ugly excuse for an El Gigante.
To damage the Ogroman, shoot the red growth that sticks out of his back - any
weapon (handgun) will work just fine. Any weapon fire to the red growth will
take health from his total HP amount. Shoot him while he is near the building
that your character is on since he will eventually fall over and lean against
the building. Step toward him while he leans against the building for a button
prompt melee command then press the R1/RT button to start the melee sequence.
Regardless of which character you have, your character will leap onto the back
of the Ogroman and pull a bone out of his back then stab his red growth on his
back with the bone. A player will have to tap the X/A button to pull the bone
out of the back of the creature, so be prepared to spam that button! And yes,
even the lovely Sherry Birkin will pull out that bone and jab it straight into
the growth on the Ogroman's back if you are controlling her.
NOTE 1: Be sure to keep the Ogroman on the opposite side of the gap that Finn
is one. If the Ogroman gets near Finn, Finn will start to blast it and won't
work on the explosives.
NOTE 2: There are a total of three cables along the buildings in this area that
can be used to stun the Ogromans the characters will fight here. In order to
use them to your advantage, an Ogroman has to be lead into them. The Ogroman
will literally walk right into them and allow it to stun him. One is on the
side of the building near the start, one is out on the street near the first
building with the turret on top and one is right outside the gate where the
third anti-aircraft gun is. There is a red and white striped pole at the
bottom of each one to signify it's location.
Try to always damage the Ogroman by shooting him in the red growth on his back
and then perform a melee to him when he leans against the side of the building.
It's important that he stays next to the building since that is the only way
your character can get up onto him when he leans over. It's really best to
kill this Ogroman since more trouble is on the way later (another Ogroman) and
it will join up with this Ogroman if he is still around! The Ogroman will drop
--4000 SKILL POINTS-- once he is defeated.
Once Finn has set the explosives, they will explode in eight seconds, so don't
get near the anti-aircraft gun at that time. Once the explosives have gone
off, the next anti-aircraft gun must be found. Exit the building by going back
downstairs. J'avo will be out on the streets, so prepare to blast them.
NOTE: There is a building off to the right as you exit the current building
that has two --TALL CRATES-- on the side of it and a gatling gun on top of it.
Move up the ladder on either side of the building to get up to the top floor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
**ANTI-AIRCRAFT GUN 2** is on top of the building across the street from the
last building that all the characters were in. Move around the right side of
the building to find a red door. Wait on Finn if he hasn't gotten there yet
and he will place explosives on the door and blow it open. There is a --TALL
CRATE-- next to the stairs on the bottom floor of the building.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Ignore the opening off to the left on the first floor now. The door down there
cannot be opened just yet. Move up the stairs and fight off the J'avo along
the way. Climb up the ladder to get to the rooftop. The second anti-aircraft
gun will be off to the left. Finn will run toward it and start to plant
explosives on it.
Once again, all characters need to guard Finn. There is a J'avo on a gatling
gun turret on the building across the street, so try to blast him out of the
turret seat. Your main threat will be the J'avo that will fall from the wall
behind the sandbags. Be ready to kill them off as they appear and don't let
them get close to Finn or he will start to blast them and stop preparing the
explosives.
Once Finn is done, move away from the anti-aircraft gun as the explosives are
about to go off. Once again, you'll have eight seconds to move away from it.
Once the explosives have gone off, another Ogroman will start to climb over a
building in the background. Don't worry much about him now. Finn will tell
everyone to head to the underground passage below the building. Move back down
the ladder. Run back down the stairs and find the opening with the ladder
along the bottom floor of the building. Fall down into that opening.
== IN FRONT OF CITY HALL - UNDERGROUND PASSAGE ==
Finn will set explosives on the door in the basement room and blow open the
door. Move into the passage and follow the corridor. There is a --WOODEN
CRATE-- along a platform along the left wall and a --GREEN HERB-- in a sewer
pipe along the right wall. Move around the corner to the left and go through
the door. Break the --TALL CRATE-- and --WOODEN CRATE-- down the right
corridor then move down the opposite side of the corridor to find another
--TALL CRATE-- and --WOODEN CRATE-- off to the left.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2, [ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Follow the next corridor off to the right and you will find a --RED HERB-- on
the floor near the right wall, and two --WOODEN CRATES-- and a --TALL CRATE--
against the back wall of the alcove up ahead. Watch out about moving below the
overhead sewer lid near these pickups since the Ogroman will open it up and try
to grab or smash a character from above.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Red)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1, [ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Move through the next gate door and break the --TALL CRATE-- against the wall
of the alcove up ahead. There is another overhead sewer lid, so watch out
about passing under it since the Ogroman will try to attack from above through
the hole. The door at the end of the corridor is locked from the other side
and it has a breakable wooden crate behind it. Players will have to come in
from the back way to get this and I'll direct you to that later.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Follow the corridor off to the left. The right corridor leads to a dead end,
so continue down the next left corridor afterwards. Eventually a ladder will
be up ahead. Go ahead and climb the ladder then lift the bar that locks the
door above the ladder if isn't already unlocked. This will ensure that your
character can get back to the building that the characters are headed for.
Fall back down into the underground passage again and move down the corridor to
the left after unlocking the door above. Climb the ladder at the end of the
corridor.
== IN FRONT OF CITY HALL - STREETS ==
Move up the stairs of the building. There is a --WOODEN CRATE-- on top of the
building near the stairs and a --TALL CRATE-- near the gatling gun on the
building. There is a gap in the building that can be hopped across. The third
anti-aircraft gun is not on this building, but the Ogroman must be weakened
here in order to accomplish the full objective for this area. Finn might go
ahead and go to **ANTI-AIRCRAFT GUN 3** which is on the other side of the gate
near the opposite end of the current building (fall off the far left end of the
building to reach it). Your character will have to climb the ladder of the
building off to the left while standing in front of the gate then fall off the
side of the building to the right to get past the gate.
NOTE: The Ogroman will destroy the gate that blocks the street to the third
anti-aircraft gun eventually, so players won't have to use the ladder then.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
While up on the building, run to the opposite side and kick down the ladder on
that end. This will be your way back up to the building while fighting the
Ogroman. J'avo's with sniper rifles are positioned on the building across from
the current building, so kill them off with long range weapon fire as they
appear. They will keep appearing! Get inside the turret on the building and
blast the Ogroman in the mouth to make him fall over. Make sure that he is
near the building so he will lean against it.
NOTE: While standing at a distance from the Ogroman, he will eventually pick up
a truck and toss it toward the characters. Move far away from him when he does
this. It can kill your character with one hit! He can toss it up on the
building or down the street. Just make sure to watch him closely. If he grabs
a vehicle, stop everything and focus on dodging the vehicle toss.
Move close to the Ogroman while he leans against the building to get a melee
command once again. When your character jumps onto his back, your character
will grab the metal rod sticking out of his back and pull the red growth out of
his back. A player will have to shake the left thumbstick to pull the growth
out of his back. Be sure to rotate both thumbsticks for this QTE since it is
tougher than usual. To kill the Ogroman the rest of the way, just shoot him in
the red growth on his back and perform the bone stabbing melee on him when he
leans against the side of the building once again, just like with the first
Ogroman. If the Ogroman is still around after all three anti-aircraft guns
have been blown up, BSAA helicopters will kill him off. In order for them to
kill him off, the growth on his back needs to be pulled out of his back!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
Leap on the second Ogroman's back and use the melee command and QTE thumbstick
shaking sequence to pull the red growth out of his back to get a medal at the
end of this chapter.
.----------.
MEDAL: Defeated the giant B.O.W. through its weak spot | [ME150-1]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NOTE: If the Ogroman moves toward the gate on the side with the third anti-
aircraft gun, he will hit a power cable and get electrified and he will be
stunned instantly.
Once again, the third anti-aircraft gun is past the gate on the opposite end of
the current building. To reach it, move to the far end and fall off the left
side of the building. While Finn arms the final set of explosives, J'avo will
fall off the building to the left of him and attack. You don't really have to
worry much about protecting him. It's really best to keep your distance from
Finn since he will not work on the explosives if the Ogroman is in his area.
Players can just go ahead and kill off the second Ogroman while waiting on
Finn. The Ogroman will drop --4000 SKILL POINTS-- once it is defeated.
Players barely have time to collect the skill points if the BSAA helicopters
kill the Ogroman since the cutscene that ends this portion of the chapter will
play shortly after he starts to dissolve. If you want those skill points, you
better grab them as he dissolves (the second they appear) or the cutscene will
end this part. Slide under the dissolving Ogroman's body to get to the skill
points if you have to.
NOTE: Near the third anti-aircraft gun is an opening with a ladder that leads
to the underground passage that your character was just in. This is the side
with the locked door however. Drop down there and break the --WOODEN CRATE--
there. The door in the passage can be unlocked, although it does very little
good by the time it can be reached.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_______________________
_______________________________________________________/ STAGE 2-4 -- CITY HALL
-------------------------------------------------------------------------------
== CITY HALL - FOYER ==
--> Objective: Search city hall
Chris and Piers will be in the corridor that leads to the foyer of city hall
from the start of this portion of the chapter. Move into the lobby ahead.
Several people are encased in cocoons throughout the bottom and top floor of
the lobby.
A noise will come from an upstairs room. Finn will move toward the door and
call everyone's attention to the door on the second floor as he gets a reading
from the other side. Chris will tell Piers and Finn to join him while he
checks out the second floor and leaves the rest of Alpha team in the lobby.
Well, I'm sure the disturbance on the second floor can wait until the
characters break the --TALL CRATE-- behind the bottom floor counter and check
behind the back of the staircase for a serpent emblem. Use the partner assist
button to open the door on the second floor that Finn is near when ready.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
******************************** SERPENT EMBLEM *******************************
Campaign: Chris, Chapter 2 [SE07]
Location: City Hall - Foyer
When Chris and Piers enter the City Hall Foyer after the four player crossover
segment with Jake and Sherry, move behind the stairs behind the front counter
by stepping around either the far left or right side with the pillars and step
into the corridor below the stairs. This serpent emblem is on the wall along
the top portion of one of the walls. It's in between two paintings.
*******************************************************************************
== CITY HALL - SECOND FLOOR HALLWAY ==
Wow, I get a sense of horror atmosphere in this room. It's like... something I
hardly ever feel in a Resident Evil game anymore. Look at that blood on the
wall and the human organs on the desk to the side and the blood that stretches
down the corridor up ahead... Damn, we have got to get to the other end and
see what happened here. If a dog busts through that window at the end... I'll
die from a fanboygasm.
Follow the corridor up ahead. Some person in a blue dress will be peeping
around the corner at the other end of the corridor. That person will quickly
leave once noticed. While a player moves down the next corridor to follow the
person, a J'avo will bust through the door off to the left and attack. Blast
him and enter the room.
== CITY HALL - LIBRARY ==
There are a bunch of pickups in the Library room and a few things to break, so
we have to sabotage and steal everything. Start out your cleansing of the room
by breaking the --TALL CRATE-- off to the left and the --WOODEN CRATE-- on the
right side of the back of the room. Snatch the --9MM AMMO-- and
--12-GAUGE SHELLS-- on the shelf in the back left portion of the room. There
are also some --12-GAUGE SHELLS-- on the desk to the left of the chair.
Reenter the hallway outside.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo, [ ] 12-Gauge Shells x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== CITY HALL - SECOND FLOOR HALLWAY ==
Step into the restroom down the hall and break the --TALL CRATE-- in that room.
Approach the door at the end of the hall then open it. You can't kick the door
because that would ruin this amazing suspense...
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== CITY HALL - MEETING ROOM (SECOND FLOOR) ==
The camera will show some more cocoons on the floor below near the tables.
These cocoons are called "Chrysalids". Walk to the left side of the walkway
then drop off the ledge off to the right at the end.
--> Objective: Eliminate all enemies
A creature will start to bust out of one of the Chrysalids eventually. This
creature is called a "Napad". It is a hard-shelled J'avo mutation that attacks
with some heavy aggression. It will punch players from close range and try to
ram a player from long range. A Napad's hard shell can be broken apart with
heavy gunfire, such as a shotgun blast. When the Napad's shell is broken open,
it's red inner flesh will be revealed. The flesh can be shot to damage the
creature more than shooting its shell. Shooting it from close range will stun
the creature and set it up for a melee.
Melees do not take off much damage from a Napad, but a melee will break its
shell, so it does serve that one purpose. It's actually better to try to go
for its main weak point when it is stunned. The creature's main weak point is
on its back. Melee attack or blow off the shell portion on its back to reveal
a purple spot on its fleshy back. Shoot that purple spot on its back to take
some intense damage from the creature. Kill the Napads in this room quickly
since more will hatch as time progresses. The characters must fight a total of
three Napads in this area. They will all hatch from the surrounding
Chrysalids.
NOTE: Piers anti-materiel rifle takes off a BUNCH of damage from Napads when he
hits them in their fleshy areas. Hit one in the back purple spot to damage it
very badly! Just standing at a distance with Piers and shooting the Napads
with his anti-materiel rifle from the front side will kill them off very
quickly also.
Each Napad will drop --1500 SKILL POINTS-- once it has been defeated.
--> Objective: Search city hall
There are some --12-GAUGE SHELLS-- on the sofa near the door in the back of the
room. There are also two --WOODEN CRATES-- and two --TALL CRATES-- to break
around the room. Finn will set explosives on the door in the room and detonate
them to blow the door open. Step into the corridor through the doorway.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 12-Gauge Shells
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2, [ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== CITY HALL - FIRST FLOOR HALLWAY ==
Break the two --WOODEN CRATES-- and the --TALL CRATE-- in the corridor off to
the left. Follow the winding corridors off to the right then kick open the
door at the end.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1, [ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== CITY HALL - STORAGE ROOM ==
Three J'avo with gatling guns will attack after entering this room. The first
two take cover behind a pillar and a crate and the last J'avo is behind the
wall off to the left in the back of the room. Blast them with a gun or just
toss a flash grenade and hit them with heavy stun melees. A flash grenade
works perfectly if you have one.
Enter the room through the open doorway on the right side of the current room
and pick up the --RED HERB-- on the desk and --12-GAUGE SHELLS-- off the shelf
inside. There is also a --TALL CRATE-- on the left side of the room. Use the
partner assist button to open the door off to the left in the Storage Room back
outside. A cutscene will trigger shortly.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 12-Gauge Shells, [ ] Herb (Red)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== CITY HALL - PATIENT ROOM ==
--> Objective: Escape from city hall
C-virus? Neo-Umbrella? Well, it's not very original, but I think Ada is
telling the truth or either too many of those RE fanfics got to her head. It's
strange how Ada went from femme fatale spy to City Hall employee. Hmm.
Check out the right portion of the room to find a hidden alcove. There is a
--GREEN HERB-- on the left side of that alcove.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
******************************** SERPENT EMBLEM *******************************
Campaign: Chris, Chapter 2 [SE08]
Location: City Hall - Patient Room
After the cutscene where Chris and Piers meet Ada, they will start out in the
Patient Room of City Hall. There is an alcove on the right side of the room
and there is a green herb on the left side of that alcove. Look at the top of
the metal cabinet in that alcove to see this serpent emblem on the right side
of it.
*******************************************************************************
Exit the room and follow Ada into the corridor outside.
== CITY HALL - BLOCKED HALLWAY ==
Break the --TALL CRATE-- near the debris that blocks the left corridor. Ada is
waiting at the door off to the left at the end of the corridor. Use the
partner assist button to open the door.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== CITY HALL - CITY HALL FOYER ==
The Chrysalids in the Foyer are hatching and Napads are attacking the BSAA
soldiers in the Foyer. There are altogether five Napads that will attack in
the Foyer. Don't try to fight them off unless you have plenty of ammo and
health. They will each drop --1500 SKILL POINTS--, but fighting them is really
not worth it on your first playthrough.
It's best to run up the stairs and follow Ada to the door in the middle of the
second floor walkway. Use the partner assist button to open the door.
== CITY HALL - MEETING ROOM (SECOND FLOOR) ==
There are two --TALL CRATES-- near the railing in the middle of the walkway off
to the left. The Chrysalids in the area will start to hatch and a new enemy
will emerge from them.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Objective: Eliminate all enemies
This new reptilian enemy is known as a "Strelats". These J'avo mutations have
increased mobility that allows them to scurry throughout an area very quickly.
They attack by firing out spikes from the their mouths and they let off a gas
from close range that will stun a character. They can be knocked down with
shotgun blasts from close range or a shot from Piers' anti-materiel rifle.
Strelats are weak to melee. It's a good idea to use quick shots to hit them
since they move so fast at times. They can be set up for melee by hitting them
with a dashing ram. Approach the stunned Strelats to get an R1/RT button
prompt while it is stunned. Press the button and tap the buttons that appear
on the QTE indicator to knee the creature three times. This melee takes some
intense damage from a Strelats.
A total of three Strelats will attack on the second floor. They can leap up to
the third floor through the ceiling, but they will always move back down to the
second floor walkway. Each Strelats will drop --1000 SKILL POINTS-- once
defeated.
--> Escape from city hall
Ada will lead the characters toward the door on the other side of the room -
she's good at helping others find their way along linear paths, I guess. Finn
will set explosives on the locked door at the other end of the second floor
walkway and blow it open. Step into the corridor ahead.
== CITY HALL - WAREHOUSE CORRIDOR ==
Break the --WOODEN CRATE-- on the long crate up ahead then fall off the ledge
to the right.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== CITY HALL - WAREHOUSE ==
A Napad will exit a Chrysalid from a high ledge in the warehouse. Kill him off
before entering the rest of the warehouse. Two Strelats will start to scurry
toward the characters further in the warehouse. The Chrysalid to the side will
hatch after the two Strelats are defeated and another Napad will hop out of it.
A Chrysalid can be destroyed with enough damage delivered to it from gunfire.
It will not leave behind any type of item however.
Climb the ladder off to the left while stepping back into the Warehouse. This
ladder is below where the Chysalid was that the first Napad hatched from.
Break the --WOODEN CRATE-- on the shelf at the top then fall back down.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Like already mentioned, two Strelats will attack in the corridor ahead and a
Napad will hatch from the first Chrysalid once the Strelats are finished off it
the Chrysalid wasn't destroyed. A third Strelats will attack further in the
Warehouse. Strelats will drop --1000 SKILL POINTS-- once defeated and the
Napads will drop --1500 SKILL POINTS-- once defeated.
After the first turn to the left, slide up under the small opening below the
wooden planks or take the left corridor (long way) around to the door across
from the planks and open the door. Move up the stairs and break the --WOODEN
CRATE-- and --TALL CRATE-- on the top shelf. Fall off the shelf then move
toward the light that comes from the ceiling to move further into the warehouse
area below.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Chris will mention that the team is almost out. Break the two --TALL CRATES--
in the alcove off to the left before moving down the stairs in the back of the
warehouse. Use the partner assist button to open the door down the corridor
below the stairs to trigger a cutscene that will end this chapter.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
\_____________________________________________________________________________/
/ ___ _ _ ___ _ \
/ __\| |__ _ __ (_) ___ \______________________/ / _ \(_) ___ _ __ ___
/ / | '_ \ | '__|| |/ __|/ CHRIS CAMPAIGN \ / /_)/| | / _ \| '__|/ __|
/ /___ | | | || | | |\__ \\______________________// ___/ | || __/| | \__ \
\____/ |_| |_||_| |_||___// \\/ |_| \___||_| |___/
\_____________________________________________________________________________/
/ \
-- RANKING REQUIREMENTS CHRIS, CHAPTER 3
.-----------------------------------------------------------------------------.
| RANK | ACCURACY | DEATHS | CLEAR TIME | ENEMIES ROUTED |
|=============================================================================|
| A | 70% or more | 2 or less | 85 minutes or less | 55 enemies or more |
| B | 60% | 4 | 105 minutes | 40 enemies |
| C | 50% | 7 | 130 minutes | 25 enemies |
| D | 49% or less | 8 or more | 131 minutes or more | 24 enemies or less |
'-----------------------------------------------------------------------------'
.--------------------------------------------------------------.
| POINTS RECEIVED PER RANK |
|==============================================================|
| RANK | A | B | C | D |
| POINT AMOUNT | 25 points | 20 points | 15 points | 10 points |
'--------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| TOTAL RANK POINTS FOR FINAL SCORE |
|=============================================================================|
| RANK | S | A | B | C | D | E |
| TOTAL POINTS | 100 pts | 90 pts | 75 pts | 55 pts | 45 pts | 44 pts or less |
'-----------------------------------------------------------------------------'
[CR03]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
C H A P T E R 3 - C O N F L I C T
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
June 30, 2013
Waiyip, China
_______________________________
_______________________________________________/ STAGE 3-1 -- POISAWAN ENTRANCE
-------------------------------------------------------------------------------
== POISAWAN ENTRANCE - RUINS OF TENEMENT BUILDING ==
Chris Redfield's memory has returned... and someone's ass is now grass once he
finds her.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* Many of Chris' commands change for this portion of the chapter. He will say
different phrases for most commands now. He sounds very belligerent with his
responses, especially his praises and thanks phrases.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Objective: Head for mission objective
Fall off the side of the current floor that Chris and Piers start out on. Move
to the back of the flaming debris and find the ramp that leads upwards in the
back. A cutscene will trigger and a giant snake will appear then turn
transparent with its stealth cloaking. It will grab a BSAA soldier in its
mouth then slither off up the ramp and into the alley ahead. Chris will order
Piers, Marco and the rest of his BSAA team to follow him and find this new
B.O.W.
--> Objective: Rescue the BSAA operative
Move up the ramp and step out onto the alley above.
== POISAWAN ENTRANCE - ALLEY ==
Follow the alley up head. A few blood spots and pieces of slime that drips off
overhead objects will show the way the snake went.
The characters will come upon a playground off to the right along with the red
gate that leads to the next destination. Be sure to look around the playground
if this if your first time through the game. You get medals at the end of the
chapter for activating the hidden animations in the playground area.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* Both characters can stand at the top of the yellow slide in the playground
area to get a special X/A button prompt while standing at the top. The
character will slide down the slide a different way depending on which
character activates the command. The command will keep appearing at the top
of the slide.
* The Chris player can stand near the panda animal in the playground and get a
special X/A button prompt on its left side. When you activate the command,
Chris will ride the panda then perform a pose on it afterwards. The Piers
player cannot interact with the panda.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
Stand at the top of the yellow slide and activate the action command to slide
down the slide to gain an extra medal at the end of this chapter.
.----------.
MEDAL: Slid down the slide | [ME152-2]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Join up with your partner at the gate then use the partner assist button to
open the gate.
== POISAWAN ENTRANCE - DESERTED STREET ==
A trail of blood shows the way the B.O.W. took. Check the street over for
extra pickups.
******************************** SERPENT EMBLEM *******************************
Campaign: Chris, Chapter 3 [SE09]
Location: Poisawan Entrance - Deserted Street
When Chris and Piers open and step through the red gate in front of the
playground, look off to the left side across the street ahead to see this
emblem on top of a large crate that is behind the railing on that side. The
emblem is in front of a box. It can be hit with melee.
*******************************************************************************
Follow the street to the back and pick up the --GREEN HERB-- off the table near
the green stand at the end of the street. There is also a --TALL CRATE-- near
the roadblock to the right before moving up the ladder and a --WOODEN CRATE--
in front of the fence behind the ladder. Climb up the ladder when you're done
searching the area.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Fall off the ledge after climbing the ladder to land in the alley behind the
fence. Use the partner assist button to kick down the door up ahead. Two
J'avo with swords will attack down the corridor to the right. Kill them off
then climb the ladder off to the right past the two stacked crates.
Hop over the small wall off to the left on top of the building. The first
player that tries to climb the ladder off to the right will fall back down
after Ruka-SRP J'avo fall off the roof. These Ruka-SRP mutations have two
blade arms. Blast them in the head to set them up for a heavy stun melee then
hit them with a melee from close range to damage them heavily. Climb the
ladder after killing them.
Break the two --TALL CRATES-- in front of the door at the top of the ladder
then kick open the door.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== POISAWAN ENTRANCE - BULDING WITH CRATES ==
NOTE: Equip a flash grenade and toss it into each of the rooms with three J'avo
ahead then quickly perform a frontal heavy stun melee from their front side
while they are stunned to instantly kill them before they have a chance to
mutate.
Take cover behind the nearest crate while entering the building since J'avo
with machine guns will fire at the characters from the back of the room. All
the J'avo in this area will mutate into Glava-Sluz after being damaged. Glava-
Sluz have an insect head that shoots out webbing. The webbing will stun a
character in place for a while - shake the left thumbstick to break free.
These J'avo are not much of a threat and are more annoying than dangerous.
Blast their insect heads with a shotgun then head stomp them while they are on
the ground.
Three more J'avo with machine guns will attack in the room around the left
corner. Many of them will mutate into Glava-Sluz unless they are killed off
with a melee. Kick open the door off to the left.
Snatch the --FIRST AID SPRAY-- off the large crate on the left side of the next
room and then break open the --TALL CRATE-- and the --WOODEN CRATE-- along the
right wall. Use the partner assist button to open the door on the other side
to end this portion of the chapter.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] First Aid Spray
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
________________________________
______________________________________________/ STAGE 3-2 -- POISAWAN COURTYARD
-------------------------------------------------------------------------------
== POISAWAN COURTYARD - ROOFTOPS ==
--> Objective: Help Sherry and Jake
This battle is another four-player crossover battle where Chris and Piers must
help Jake and Sherry in the courtyard below. Chris and Piers will be up on the
roof of the building that surrounds the courtyard and Jake and Sherry will be
in the courtyard below. An attack helicopter will let out J'avo and Noga-
Skakanje into the courtyard and the surrounding buildings. Any J'avo in this
area has the potential to mutate into a Noga-Skakanje when they are shot in the
legs.
Noga-Skakanje are J'avo with long grasshopper legs. They can hop a great
distance and hit a player when they land. They also have close range attacks
with their swords while near a character. They can quickly hop in place while
near a character to do damage as well - these attacks can be very annoying.
It's best to shoot these enemies in the J'avo body - mainly the head in order
to damage them. They can be stunned with a quick shot like other J'avo. When
they group together, toss a flash grenade at them to set them up for heavy stun
melees.
Like Chris says at the start, don't worry about the helicopter - focus on
killing the J'avo in this area. Killing off all the J'avo in the area will
complete the objective. The best place to get to kill the J'avo for this
battle is on the walkway across from the current walkway where the characters
start. This walkway provides an excellent view of the area and the characters
will be positioned where the majority of J'avo spawn while on the building.
NOTE: Noga-Skakanje will hang on to the side of the attack helicopter and shoot
at Chris and Piers during the battle. It's best to NOT target these J'avo
until toward the end of the battle, when they are the only J'avo that remain.
Players will waste too much ammo trying to hit them beforehand and they will
likely leap off the helicopter sometimes during the battle anyway.
Normal J'avo will spawn from the wall on the walkway across from where the
characters start and Noga-Skakanje will mainly hop over to the crate with the
ladders and green tarp covering it in the middle of the building after they hop
off the helicopter. Players can take cover behind the damaged pillars on the
side across from the starting walkway. The only real flaw with this walkway is
that the cover is not that great, but the helicopter will not bear down on the
characters with gunfire that often.
NOTE: Do not kill the J'avo in the courtyard below the walkways. The J'avo
below will be killed off by Jake and Sherry.
Keep killing off the J'avo until only a few remain. The last few J'avo will be
highlighted with red markers. Find the red markers and kill those J'avo. The
last few J'avo (Noga-Skakanje) will likely be hanging on the side of the attack
helicopter, so target them while they joyride along the side of the helicopter
then blast them off. Make sure that they are the only J'avo to target however.
If there are other J'avo in the area, then target them first and the Noga-
Skakanje on the helicopter might hop off. The Noga-Skakanje will be much
easier to hit if they decide to hop off.
As for breakable objects, there is a --TALL CRATE-- to the right of where the
characters start and two --TALL CRATES-- down the ladder and around the wall to
the left below the starting walkway. There are also two --TALL CRATES-- near a
green tarp before reaching the ramp on the opposite side and a set of three
--TALL CRATES-- below the ramp. Break the tall crates if ammo is needed.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 8
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Once all J'avo are defeated, the helicopter will fire a missile into the
courtyard below then leave the area. Chris will order his men to forget about
Jake and Sherry and resume the search for that B.O.W.
--> Objective: Head for mission objective
Find the red double doors along the side of the building and use the partner
assist button near the doors to have a BSAA soldier lay explosives on it and
blast the doors open.
NOTE: The soldier that lays out the explosives on the door is Marco of Alpha
team. He actually becomes more of a major character in this segment as it
progresses.
== POISAWAN COURTYARD - BUILDING ==
Move up the stairwell then climb up the ladder through the doorway to the right
at the top. There are a total of five --TALL CRATES-- on the rooftop so get to
breaking them. Walk over to the ledge with the red blockade on the floor in
front of it and leap over to the next building.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 5
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Use the partner assist button to kick open the door on the next building.
== POISAWAN COURTYARD - BUILDING ROOFTOP ==
Quickly step into the small room through the doorway ahead. There is a dead
J'avo off to the left inside the room. Grab the --FIRST AID SPRAY-- and
++GRENADE LAUNCHER++ off the floor then take the two pickups of --40MM
EXPLOSIVE ROUNDS--. The grenade launcher will be a great weapon for the fight
ahead and many other upcoming areas. It's awesome how Chris doesn't get
cheated out of a grenade launcher this time like he did back at the Spencer
Mansion.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] First Aid Spray, [ ] ++GRENADE LAUNCHER++, [ ] 40MM Explosive Rounds x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The attack helicopter will hover over the area. It's ready for round 2. Let's
bring that chopper down hard team! Get up on any of the rooftops by climbing
any of the surrounding ladders.
BOSS BATTLE
- - - - - -
A T T A C K C H O P P E R =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
------------------------------------------------------------------ BOSS ATTACKS
o Machine Gun Fire - The chopper fires off its machine gun below the chopper.
This will only chip away at a player's life gauge from the start, but it can
knock a player down and take away a full block of health.
o Gatling Gun Fire - The chopper fires off its gatling guns on each side of the
chopper below the wings. These bullets will knock a player down and take a
full block of health.
o Missile Fire - The chopper fires off its missiles. This attack is going to
knock a player down and take away almost two blocks of health per hit! Be
sure to take cover!
-------------------------------------------------------------------------------
--> Objective: Shoot down the helicopter
The cover on the rooftops for this area sucks - it is complete ass and doesn't
help out very much for dodging the helicopter's gunfire or missiles. When the
chopper is in the air and flying above the rooftop, it's best to fall down a
ladder and take cover in the room where the grenade launcher was found or stay
next to a wall. The chopper's attacks are very damaging and the chopper will
spam attacks while it is above the rooftops. The only cover areas are a few
low areas that the characters can duck behind but all the chopper has to do is
fly to the opposite side of that cover area then light up your character with
gunfire. It's far better just to hop off the rooftop and get behind a wall
when the chopper is above the rooftop.
Watch for the lights to shine on the rooftop to know when the helicopter is
above the roof - you can also just watch for the red target marker. When the
lights are not there or you think the helicopter is about to leave, climb back
up to the rooftop. The helicopter will always fly around the side of a distant
building eventually then come back. When it comes back, it will have J'avo on
a rope below it and it will let them out at a building below. When it does
this bear down on the chopper by spamming it with explosive rounds. Spam the
chopper with explosive rounds until it moves back to the roof. Once it moves
back over the rooftop, drop below again and wait for it to leave. It will
repeat the same pattern again. If players only shoot it while it lets out
J'avo via the rope, it should be finished off after attacking it the third
time.
DO NOT waste your explosive rounds by shooting at the helicopter when it flies
at a long distance from the characters. It will take nearly all explosive
rounds to destroy the helicopter. Try to make every shot count.
One of the main problems with this battle are the J'avo and Noga-Skakanje
(grasshopper legs) that will spawn and attack the characters. The normal J'avo
can mutate into Noga-Skakanje and Ruka-SRP (blade arms). The Noga-Skakanje can
actually mutate their arms into a Ruka-SRP blade arm so you'll have a major
mutation on your hands at times. It's best to shoot these J'avo with a shotgun
or Piers' anti-materiel rifle. You need to hit them with something that will
knock them down and get them out of your way. Try not to melee them too much
or the characters will be left open to the chopper's gunfire.
NOTE: In co-op play, both players can stay on the rooftop and take the damage
while both spam the helicopter with explosive rounds to make this battle very
quick. The battle isn't near as hard when both characters spam the helicopter
with explosive rounds.
Find the ladder with the two red blockades on the ground in front of it and
fall down that ladder then break the two --TALL CRATES-- off to the left then
move to the right and break the three --TALL CRATES-- near the fence off to the
right for some extra pickups. These include green herbs and 40MM Explosive
Rounds inside of them. They will always have the same pickups!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 5
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- - - - - - - -
END BOSS BATTLE
== POISAWAN COURTYARD - WALKWAY BELOW ROOFTOP ==
--> Objective: Head for mission objective
Chris just can't stop thinking about how he wants to grab that kid and stuff
his ass in a volcano or some type of furnace whenever he sees Jake. It's like
I can see that feeling in Chris' eyes. Anyway, Chris is hell-bent on
terminating the B.O.W. so it's time to start back looking for that pesky snake
once again.
Move along the walkway below the rooftops where the helicopter attacked and use
the partner assist button to open the double doors of the next building to end
this portion of the chapter.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_________________________________
_____________________________________________/ STAGE 3-3 -- POISAWAN INNER AREA
-------------------------------------------------------------------------------
== POISAWAN INNER AREA - ENTRANCE HALLWAY ==
--> Objective: Track the B.O.W.
Follow the BSAA soldiers down the corridor ahead. The body in the corner at
the intersection can be examined. It seems the snake has been this way.
Follow the corridor to the left.
== POISAWAN INNER AREA - LIVING QUARTERS ==
The characters will step through a doorway with a green door to the side and
enter a living quarters area. There is a serpent emblem in the bedroom area
off to the left. Enter the bathroom directly ahead and break the --TALL
CRATE-- inside. There is also a --WOODEN CRATE-- in the small room off to the
right.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
******************************** SERPENT EMBLEM *******************************
Campaign: Chris, Chapter 3 [SE10]
Location: Poisawan Inner Area - Living Quarters (Bedroom)
When Chris and Piers defeat the attack helicopter, they will enter a building.
They will pass by a dead BSAA soldier and then enter a living quarters area
down the hall ahead. While in the living quarters, there is a bathroom
directly ahead. Turn to the left and step past the game table with the cards
on it then turn right. Enter the bedroom and then look off to the right to
find this emblem on top of the lower bunk bed.
*******************************************************************************
Step past the table with chairs around it up ahead on the other side of the
room then move through the doorway on that side. Follow the corridor to the
right. The snake will bust through the door at the end of the hall then
slither down the right corridor. Move down the stairs and use the partner
assist button to open the door at the bottom.
The characters will raise their guns while moving ahead then a cutscene will
play while stepping into the next corridor.
== POISAWAN INNER AREA - CORRIDORS ==
Wow, Chris is turning into a regular little Anakin Skywalker here. Remember,
Chris, hate leads to suffering!
Follow the blood trail down the corridor ahead then step through the doorway on
the right. The blood trail leads to the left, but don't go that way just yet.
Run down the right corridor then step around the corner to the left and break
the --TALL CRATE-- in that dead end corridor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
At the end of the blood trail, the team will find another BSAA soldier all
sprawled out in some garbage. The body can be examined. It seems Keaton
didn't make it. Move down the stairs off to the left then use the partner
assist button to kick open the door off to the left near the end of the
corridor.
== POISAWAN INNER AREA - MEDICAL AREA ==
The BSAA team will check out the next room while holding up their weapons. The
room is clear! Break the --TALL CRATE-- to the right of the tray in the next
room. There is another --TALL CRATE-- off to the left in the room with the
seats to the left. Step through the doorway off to the right.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The snake will bust through the ceiling in the next room and claim another BSAA
soldiers. Reid! Nooooo! Blood will fall out of the hole in the ceiling.
Make a right and kick open the green door. The snake will move out of a window
to the left then move along the walkway with railing and slither off the side
of the railing to the floor below. Walk over to ledge without railing and grab
the ladder using the X/A button and your character will slide to the floor
below.
== POISAWAN INNER AREA - BASEMENT LEVEL ==
An air condition unit will fall while moving ahead. Use the partner assist
button to push it into the gap ahead. A cutscene will play afterwards and the
characters will get split up.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- CHRIS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
== POISAWAN INNER AREA - FIRST FLOOR ==
Chris will fall to the first floor. He will radio in to the rest of his team.
Piers is on the third floor and Marco is on the second floor. Jeff has not
been found yet.
Follow the dark corridor ahead then break the two --TALL CRATES-- in the alcove
to the right at the T-intersection. Move along the left corridor then enter
the room through the doorway off to the left. Break the --TALL CRATE-- in the
back of the room. The body of Reid is near the flashlight and the blood pool.
The body can be examined. This is the guy that got pulled through the ceiling
earlier. Exit the room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Back outside, follow the corridor to the stairs off to the left. Marco will
contact Chris and mention that he can hear Jeff screaming. Chris will order
Marco to hold his position. Break the --TALL CRATE-- down the corridor to the
left before moving up the stairs.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The Piers player should meet Chris on the second floor.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- PIERS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
== POISAWAN INNER AREA - THIRD FLOOR ==
Piers will wind up on the third floor. He will contact Chris while in a third
floor corridor. Marco will contact Chris and mention that he can't find Jeff.
Marco is on the second floor and he says the B.O.W. is on the second floor.
Piers needs to move down the second floor from his current area.
Break the --TALL CRATE-- to the right when Piers reaches the T-intersection.
Move down the corridor to the left and break the two --TALL CRATES-- in the
room off to the left - the room has a dead body in it. Continue to follow the
outside corridor then kick down the red door off to the right at the end.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Break the --WOODEN CRATE-- on the tray off to the right and break the --TALL
CRATE-- in the small room to the right. Walk over to the hole in the floor in
the back right portion of the room then fall off the side to land on the second
floor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== POISAWAN INNER AREA - SECOND FLOOR ==
The snake will slither behind Piers then move out a window as Piers lands on
the second floor. Enter the room with the shelf full of boxes then use the X/A
button to remove the bar that is locking the red door then kick through it.
The Chris player should be on the second floor by now. The Piers player can
move down to the first floor via the stairs off to the left and collect some of
the items in breakable crates that Chris busted open.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
== POISAWAN INNER AREA - SECOND FLOOR ==
Once both players meet up on the second floor, use the partner assist button to
open the red door across from the blocked stairs that lead to the third floor.
The snake will attack Marco as he joins back up with the team then it will
enter the room ahead and move down into a hole.
--> Objective: Track the B.O.W.
Alright, you little ass, it's time for Chris to have some new snakeskin boots.
The new style with stealth cloaking! Chris can kick ass with transparent feet
then.
Move past the spinning chair off to the right and drop to the floor below.
== POISAWAN INNER AREA - FIRST FLOOR ==
The body of Jeff is on the ground right near the hole in the ceiling. His body
can be examined like all the rest of the dead BSAA soldiers. Use the partner
assist button to open the double doors in the room that the characters fall to.
A cutscene will play as the characters step into the next area.
BOSS BATTLE
- - - - - -
== POISAWAN INNER AREA - MEAT CELLAR ==
I L U Z I J A =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
------------------------------------------------------------------ BOSS ATTACKS
o Snake Bite - Iluzija will open its mouth then suddenly strike forward and
bite. Roll to the side to dodge this.
o Body Squeeze - Iluzija opens its mouth then moves forward slowly. If it
hits a character it will wrap its body around the character. Shake the left
thumbstick to break free.
o Takedown - Iluzija hangs from the ceiling with its mouth open then strikes
forward and pins a character to the ground with its jaws. Prepare to press
the R1/RT button when the timed QTE indicator appears to avoid taking damage.
-------------------------------------------------------------------------------
--> Objective: Defeat the B.O.W.
Following the cutscene, Chris and Piers will be face-to-face with the B.O.W.
they have been chasing. The name of the snake is "Iluzija". Iluzija has an
obvious strategy of attack that a player can see coming a mile away. The snake
will always enter the room by moving down from a portion of the ceiling while
it is transparent. The transparency is easy to see if you keep circling the
camera when trying to look for the snake. Once the snake is in view, blast it
with a gun to make it show itself.
NOTE: While aiming toward the snake, your laser color will light it up. Lines
of whatever color your gun laser is will move throughout the portion of the
snake that you aim at. This is a great method to use to see it, so constantly
aim in the direction your character looks!
The snake's weak point is its mouth, so take out the assault shotgun and give
it some buckshot right in the throat while at close range to it. Iluzija's
attacks can be cancelled by blasting it in the mouth. The shotgun works
perfectly for this battle. The grenade launcher's explosive rounds can be used
to hit the snake's mouth, but really that's going overboard when the shotgun
works so well and there will be plenty of shotgun ammo in the next room for the
gun.
If you blast the creature in the mouth all the time, it really can't even
attack your character much. If the snake ever suddenly moves backwards while
up on your character and opens its mouth, immediately roll to a side to avoid
its oncoming strike attack. Once Chris yells out "You killed my men!" the
battle in the first room is almost over. The snake will slither through the
air duct in the back of the room. Before following the creature, move into the
outside corridor to the left of the air duct and break the two --TALL CRATES--
at the end of the right corridor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Crawl into the air duct and prepare to shoot while inside. Iluzija will break
through the top of the vent in the middle and try to bite the first player that
crawls into the air duct. Ready your shotgun while in the air duct and give it
a face full of buckshot when it opens its mouth. Once the characters climb out
to the next room, Iluzija will eventually appear again and the same battle from
the last room will continue.
== POISAWAN INNER AREA - ROOM ACROSS FROM AIR DUCT ==
Iluzija will coil around the first player that enters the next room, so prepare
to shake the left thumbstick to break free. The snake will go back to its
usual pattern of attacking for a while. Iluzija attacks the same way in the
second room. Blast it in the mouth to make it leave. It will move to another
room. Break the four --TALL CRATES-- in the room before exiting. The exit
door is off to the left across from the wall with windows.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== POISAWAN INNER AREA - CEMENT STORAGE ==
Pick up the --12-GAUGE SHELLS-- on the floor in front of the door while
entering the next room and then find the --12-GAUGE SHELLS-- on the stack of
cement bags to the right. There are also two more pickups of --12-GAUGE
SHELLS-- on the other side of the room. One is on the stack of cement bags on
that side and one is on the floor near the fallen boxes on that side.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 12-Gauge Shells x 4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Once again, the snake fights the same way in this room. It will start to move
closer to the characters and it will open its mouth while next to them. When
it does this, blast it directly in the mouth.
Eventually Iluzija will grab Marco in its mouth. Blast the snake in the
head/mouth when it grabs him. The snake will eventually drop Marco then haul
ass out the corridor and move up the ladder.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- - - - - - - -
END BOSS BATTLE
--> Objective: Track the B.O.W.
Man, Chris is going to tear off this thing's head and shit down its neck then
crush its body with a boulder once he finally gets a hold this thing.
Before exiting the room via the ladder, find the air duct below a long pink
light. The air duct is to the right of the inceninerators while facing them.
Climb through this vent to find a hidden room on the other side.
== POISAWAN INNER AREA - HIDDEN ROOM ==
Break the --WOODEN CRATE-- and --TALL CRATE-- in the room and be sure to find
the two --GREEN HERBS-- on the surrounding shelves inside. There is also a
brown item chest containing --10000 SKILL POINTS-- inside! Climb back through
the vent and reenter the Cement Storage.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green) x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*********************************** TREASURE **********************************
Campaign: Chris, Chapter 3
Location: Poisawan Inner Area - Hidden Room (through air duct of Cement
Storage)
Contents: 10000 Skill Points
After Chris and Piers fight Iluzija (stealth cloaked snake) in the Cement
Storage room, it will slither away and move up a ladder. Find the air duct
with the long pink light above it in the Cement Storage and crawl through it.
Chris and Piers will climb over to a hidden room. There are two breakable
objects in the room, two green herbs and a brown chest inside that contains a
whopping 10000 skill points!
*******************************************************************************
== POISAWAN INNER AREA - CEMENT STORAGE ==
Move up the ladder through the corridor that the snake went into then use the
partner assist button to open the door at the top.
== POISAWAN INNER AREA - WATER CHANNEL AREA ==
--> Objective: Defeat the B.O.W.
The snake will knock the characters into a water channel. It will slither by
the characters and stagger them. The snake cannot be damaged anymore with
gunfire. Marco is standing on the side of the water channel next to a large
electrical cable that is plugged into an outlet. The cable stretches over to a
machine on the other side of the water channel.
One player needs to rush to the other side of the water channel and climb one
of the ladders on that side. There are two --GREEN HERBS-- above the two
ladders on that side of the channel.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green) x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NOTE: Do not combine the green herbs unless your really need to. The
characters will be able to get a red herb shortly after the battle.
Move toward the lever to get an X/A button prompt while standing near it and an
overhead view of the water channel. There is a puddle of water in the middle
of the water channel and the electric cord attached to the lever just happens
to run through it. If the top player pulls the lever, the cable will electrify
the water below. The first time the lever is pulled, the plug will come out of
the outlet on the other side, but our good boy Marco plugs it back in... and
suffers one hell of a shock!
Are you thinking what I'm thinking... or better yet, have you played Resident
Evil 3: Nemesis and remember how Jill beat the Grave Digger boss? If so, you
already know what to do here. If you still don't get it, the player that is in
the water channel needs to lure Iluzija through the puddle then the top player
needs to pull the lever to fry that snake.
Snake skin boots for everybody! Oh yeah!
--> Objective: Track Ada Wong
Fall back down into the water channel then run over to the other side and use
the X/A button to grab Marco's hand while he holds his hand down from the ledge
above to get back on the other side. He will help both players up. Pick up
the --RED HERB-- off to the right after pulling up.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Red)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Don't try to move across that cable to the side or it will shock your character
and take damage! Enter the corridor through the open doorway. Chris will
start to talk about catching Ada while following the corridor. Use the partner
assist command to open the double doors off to the left at the end of the hall.
A cutscene will trigger.
== POISAWAN INNER AREA - DARK ROOM ==
--> Objective: Defeat mutated Marco
Marco's Chrysalid will hatch during the cutscene and a new enemy will attack
the characters. This enemy is known as "Gnezdo". The enemy is composed of
flying insects that get together and make up a human-like form that will walk
forward. This enemy attacks by shooting out swarms of insects that will
stagger a character and it has a close range attack where it will grab a
character and the insect swarm will cover the character and attack - this move
is not near as damaging on normal mode as it is in The Mercenaries. Be sure to
shake the left thumbstick to try to get out of the attack when caught. His
grab only takes off one block on normal mode.
A Gnezdo is very easy to defeat once its weakness is exposed. Blast the human
form composed of bugs to make a bigger bug appear. When the big bug is in
view, blast the bug with a shotgun or hit it with a carefully aimed high
powerered-weapon shot such as a rifle shot to kill it very quickly. This enemy
is very weak and falls fast once players start to hit its big bug form.
NOTE: A flash grenade toss will instantly make the Gnezdo shows its big bug
weak point. It will make the swarm of insects fly apart. This is a fantastic
weakness to know if it ever corners a player.
After killing off the Gnezdo, Marco's Chrysalid will break apart. His body
will drop an item. Walk over and pick up **MARCO'S C4 EXPLOSIVE**. Break the
five --TALL CRATES-- in the room after picking up the explosive - two are near
the entrance double doors, one is near the exit door and two are further in the
back.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 5
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Objective: Track Ada Wong
Use the partner assist command to open the next set of double doors in the room
to trigger a cutscene. Man, if Chris would have still had that uber mass like
he had in RE5, Piers would have gone through that wall... and through the next
five walls after that most likely.
Follow the corridor and run down the stairs after the cutscene. HQ will
mention the current location of Ada Wong over radio. Use the partner assist
button to open the door at the bottom of the stairs to end this portion of the
chapter.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
________________________________
______________________________________________/ STAGE 3-4 -- STILT HOUSING AREA
-------------------------------------------------------------------------------
== STILT HOUSING AREA - DOCKS ==
--> Objective: Track Ada Wong
I bet Chris is going to take Ada into his backyard and uproot up an oak tree
and beat her ass with it when he catches her this time. Hop off the starting
ledge and break the two --TALL CRATES-- across from the ladder.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Leap over to the boat below the ledge to the right then run to the other side
and hop over to the dock. Immediately take cover behind the surrounding walls
as the lasers of sniper rifles follow the characters. There are some sniper
rifle J'avo on the high walkway of the building off to the left. The Piers
player needs to take out his anti-materiel rifle and shoot the sniper rifle
J'avo. The Chris player can help out by shooting the enemies with long
distance machine gun shots.
When all of the J'avo are finished, find the boat with two tall crates on it
and then get on the dock to the right of that boat and break the --TALL CRATE--
and --WOODEN CRATE-- on the boat near that dock. Run over to the boat with the
two --TALL CRATES-- on it then pull up onto the platform and break the tall
crates. Step to the edge of the boat, beside the oil drum, then leap over to
the next boat.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Move along the boat then hop over to the next portion of the dock. Immediately
take cover behind the small metal wall to avoid the J'avo snipers. There are a
few Noga-Skakanje (long legs) with rifles off to the right and one J'avo with a
sniper rifle in the very back of the area. The Chris player should try to
snipe the enemies with his machine gun (or possibly explosive rounds).
Hop over to the left boat and move over to the next boat. More J'avo with
sniper rifles will attack along the wooden walkways - two of them are on an
overhead walkway and two of them are along the wooden walkays up ahead. If
they are shot fast enough, you really don't need to take cover from them. The
lower J'avo can form Chrysalid shells. If they do, a Napad will hatch from
them.
Hop across the wooden walkways on the left side of the area and break the two
--TALL CRATES-- near the boat on the far side. Break the --WOODEN CRATE-- and
two --TALL CRATES-- on the wooden platform to the right.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 4, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Move out onto the green boat past the two oil drums. Climb to the top of the
boat then hop over to the next boat. Move to the end of the boat then leap
over to the area in front of the door. Break the three surrounding --TALL
CRATES-- then use the partner assist button to open the door.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== STILT HOUSING AREA - DOCKS NEAR BANQUET BUILDING ==
--> Objective: Lose the helicopter following you
Ada will be in a jet ski up ahead. The beginning of this part is confusing.
You really think it's going to maintain that Uncharted style camera where the
camera stays in front of the player as the attack helicopter faces the
characters but then the camera quickly switches back to a behind view of the
characters. Be ready for this and prepare to move over to the dock in front of
the door.
NOTE: Run fast here! Hold down that X/A button and don't stop moving. If you
fall behind your partner too much, you're already dead. The helicopter
destroys each object in the water with missiles, and if you're on it when it
fires them, you're dead.
Run along the dock then hop over to the next two boats and then follow the next
dock to the right. The characters will have to hop to a wooden platform then
climb up a boat on the other side of the platform. Hop over to the next boat
then climb down that boat while turning to the left. Ignore the J'avo up
ahead. If you stop, you die.
NOTE: To turn to a side quicker after a jump, aim in the direction you want to
go with your current gun. This will make your character stop running after a
jump and the character will turn faster than performing a moving turn.
Run along the dock that stretches to the right. Hop over to the next boat
followed by the next dock then run to the right. Leap over to the next boat
then get on the wooden platform behind it. Turn to the left and follow the
dock beside the platform then hop over to the next boat. Climb the boat then
hop to the next dock. Ignore the two Noga-Skakanje on the upcoming dock and
the Napad on the upcoming boat and just run right by them then leap over to the
next boat.
NOTE: If the Napad hits a character, that character might get held up too much
and die. Try sliding by him if you think he is about to hit your character.
Climb on top of the boat to the left then leap over to the pagoda building.
== STILT HOUSING AREA - BANQUET BUILDING ==
Dash off to the left and climb the ladder in the back of the building to reach
the second floor. Step inside the banquet room to the left and break the two
--VASES-- inside to pick up some 40MM Explosive Rounds. There is a --RED
HERB-- across from the first entrance of the room and a --GREEN HERB-- behind
the vase on the right side of the room. The banquet room on the other side of
the second floor has three --VASES-- in it and a --GREEN HERB-- near a cabinet
across from the first entrance your character comes to.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green) x 2, [ ] Herb (Red)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Vase x 5
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
J'avo will attack the characters in the banquet rooms. They will mutate into
Glava-Sluz (insect head that shoots webbing) at times. The attack helicopter
will stay outside the building and will fire its gatling guns and machine gun
toward the building. It will actually kill off some of the J'avo at times. It
is no different from the first attack helicopter that Chris and Piers fought
earlier during the Jake and Sherry crossover segment.
Arm the grenade launcher with explosive rounds and run outside and then blast
the attack helicopter constantly! Taking cover behind the railings doesn't
really matter here - a player is nearly destined to get hit here with the J'avo
that constantly respawn while fighting the helicopter and the fact that that
the helicopter is almost constantly firing at your character. Just about every
time your character rises up from cover to fire an explosive round, the
helicopter will immediately fire and hit your character while recovering.
Thankfully, there are tons of healing items in the rooms as described up above.
The healing items are very much needed here.
It's best to go all out on the helicopter at this part. It not as durable as
the last attack helicopter that the characters fought, so it will be defeated
quickly. After it is defeated, the building will catch on fire.
NOTE: You have plenty of time to pick up any items or break any vases while the
building burns. It's amazing that the characters can't die by staying behind
too long, but I guess the developers didn't think about quick deaths here... or
annoying thumbstick shaking, or more stupid button tapping... eh, nevermind.
******************************** SERPENT EMBLEM *******************************
Campaign: Chris, Chapter 3 [SE11]
Location: Stilt Housing Area - Banquet Building
After fighting the attack helicopter in the stilt housing area, the Banquet
Building that Chris and Piers are on will catch on fire. While it is on fire,
players have time to search for this emblem. Step to the outside walkway of
the second floor and look out toward the water then find the stilt house to the
left. It is the stilt house closest to the crane in the background. This
emblem is along one of the top wooden poles that sticks out of that house. To
see it really well, stand to the right of the second metal tray that is against
the railing and then look up and to the left a bit. Chris can shoot this with
his assault rifle.
*******************************************************************************
Run to the far left side of the balcony and leap off the building. A cutscene
will play after leaping off the building.
== STILT HOUSING AREA - DOCKS ACROSS FROM BANQUET BUILDING ==
--> Objective: Track Ada Wong
Follow the dock to the side and leap over to the boat. Three J'avo will fall
from the overhead walkway and attack. They can mutate into Ruka-SRP (blade
arm), but that nearly seems like a kitten compared to what you just got through
with, I'm sure. Another wave of J'avo will race toward the ladder in the back
of the wooden platform up ahead then fall off and attack - they can mutate into
Ruka-SRP as well!
*********************************** TREASURE **********************************
Campaign: Chris, Chapter 3
Location: Stilt Housing Area - Docks Across From Banquet Building
Contents: 4000 Skill Points
After Chris and Piers defeat the attack helicopter over at the Banquet
Building, they will leap off that building and a cutscene will play where the
building will sink. While moving along the docks ahead, the characters will
fight a wave of three J'avo then a second wave of several J'avo. Look behind
the large crate with two blue oil drums near it when the ladder can be seen in
the distance and this chest will be behind the oil drums. Open it to collect
4000 skill points!
*******************************************************************************
Climb the ladder on the other side of the wooden platform. Break the --WOODEN
CRATE-- and two --TALL CRATES-- off to the right then move down the corridor
and use the partner assist button to open the double doors at the end of the
corridor to end this segment of the chapter.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_____________________________________
_________________________________________/ STAGE 3-5 -- MEDICAL RESEARCH CENTER
-------------------------------------------------------------------------------
== MEDICAL RESEARCH CENTER ==
--> Objective: Track Ada Wong
Chris and Piers are hot on Ada's trail once again. This area is actually a
crossover segment with Leon Kennedy and Helena Harper, though the four
characters can only hear each other during gameplay. The four characters never
actually meet during gameplay in the next few rooms.
IMPORTANT: There is a race to an elevator in the next corridor and the first
two characters that reaches the elevator and gets on it first will get some
bonus items (breakable crates and chests containing skill points). The race
will not start until the characters open the next door.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
If players can beat Leon and Helena to the elevator in the Medical Research
Facility, a medal will be gained.
.---------.
MEDAL: Beat Leon and Helena in the race | [ME153] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Follow the corridor ahead and kick open the next door with the X/A button. The
characters must dash to the end of the corridor and get to the elevator at the
end. While moving down the corridor, sounds of two other characters will come
from the corridor along the other side of the facility. "We're not alone in
here" can be heard from Leon Kennedy. Start dashing down the corridor ahead.
--> Objective: Disable the trap
As the characters dash down the corridor, a group of lasers will form on the
opposite side then move toward the characters. There is a gap in the bottom
right portion of the laser wall. Be ready for the oncoming lasers and stay to
the right then slide up under the gap in the lasers near the right bottom
portion of the wall - the first laser wall will always have a gap in the bottom
right portion of it. If your character is hit, that character will suffer
electric shock damage and be staggered as the lasers move through your
character.
The objective here is to reach the elevator up ahead and stand near each of the
electric circuits on the sides of the elevator and break them with melee
attacks. While standing directly in front of the circuits, a player will get
an R1/RT button prompt in order to break them with melee. Hit them with melee
and your partner should hit the other with melee. Help the partner if your
character finishes early. Once the circuits are destroyed, run forward quickly
and get on the elevator.
NOTE 1: The circuits can be hit with any type of attack such as gunfire or an
explosive. One of the best ways to ensure that your team beats the other team
is to toss a hand grenade toward the locked door with circuits on the sides of
it directly after sliding. Your character will need to move away from the
explosion while getting up, but this should destroy at least one of the
circuits instantly.
NOTE 2: In single player, if you mess up at anytime at this part or the next
part coming up, quickly press Select/Back and then press down and the X/A
button to restart. The characters will restart back outside the door.
The team that gets on the elevator will go to Room 01. The team that fails to
get on the elevator will have to take the stairs and that team will go to Room
00.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ELEVATOR ROUTE -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
== MEDICAL RESEARCH CENTER - OUTSIDE ROOM 01 ==
Since all of my readers are winners, I will describe what happens if your team
makes it on the elevator first.
--> Objective: Track Ada Wong
The elevator will take the characters up to the doors that lead to Room 01.
There are three --TALL CRATES-- and two item chests in the surrounding
corridors outside of the elevator doors. One of the tall crates holds a
--FIRST AID SPRAY--. The two chests hold --2000 SKILL POINTS-- each! Use the
partner assist command to open the double doors that lead to Room 01.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] First Aid Spray
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*********************************** TREASURE **********************************
Campaign: Chris, Chapter 3 AND Leon, Chapter 4
Location: Medical Research Center - Outside Room 01
Contents: 2000 Skill Points
While Chris and Piers are in the crossover segment with Leon Kennedy and Helena
Harper inside the Medical Research Facility, they will have to rush down a
corridor and dodge a wall of lasers to make it to an elevator - stay to the
right while dashing and slide under the gap in the laser wall along the right
side. Break the circuits on the right and left side of the elevator door up
ahead with melee attacks, gunfire or explosives. The first team to destroy
both circuits and step onto the elevator behind the door, will get to ride the
elevator up to Room 01.
While outside of Room 01, this chest is off to the left and contains 2000 skill
points.
Campaign: Chris, Chapter 3 AND Leon, Chapter 4
Location: Medical Research Center - Outside Room 01
Contents: 2000 Skill Points
While Chris and Piers are in the crossover segment with Leon Kennedy and Helena
Harper inside the Medical Research Facility, they will have to rush down a
corridor and dodge a wall of lasers to make it to an elevator - stay to the
right while dashing and slide under the gap in the laser wall along the right
side. Break the circuits on the right and left side of the elevator door up
ahead with melee attacks, gunfire or explosives. The first team to destroy
both circuits and step onto the elevator behind the door, will get to ride the
elevator up to Room 01.
While outside of Room 01, this chest is down the corridor to the right of the
elevator and contains 2000 skill points.
*******************************************************************************
== MEDICAL RESEARCH CENTER - ROOM 01 ==
Break the three --TALL CRATES-- spread around the room. All of the tall crates
have --12-GAUGE SHOTGUN SHELLS-- in them. Chris and Piers will need this ammo
for what is about to happen in the room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 12-Gauge Shotgun Shells x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Before walking to the other side of the room, notice the metal panel on the
right wall of the room. Keep that panel in mind. Walk to the opposite side of
the room and use the X/A button to try to open the door. The character will
try to open the door but it is sealed. A voice will confirm the lockdown of
the area and the testing of prototypes - yeah, it doesn't look good, does it?
A cutscene will trigger eventually.
NOTE: IMMEDIATELY after the trying to open the door, walk over to the metal
panel on the left side of the wall. Be sure to do this to get a head start on
getting over to it. If you do this with the AI partner in single player, your
team WILL be the first one out. If you don't want out first then don't remove
the metal panel at all.
--> Objective: Undo the locks on the barriers
NOTE: The team that can solve the control panel puzzle the fastest in either
Room 00 or Room 01 will get out first and get access to the item chests outside
of the room. The team that finishes second will get trapped back in the room
as the security system short circuits for a few brief seconds. The scene in
the following catwalk area will differ slightly depending on which team gets
out first. What will change is that your character will take a different route
when chasing Ada depending on whether your team is the first or second team out
of the Prototype Testing Rooms.
Ada has just activated a prototype testing procedure that releases floor mines
into each of the surrounding rooms. These mines start out with a bluish color
in the middle of them. When they hit a character, the blue will change to red
and the mine will prepare to explode. The mines can be blasted and destroyed
with a shotgun from close range or you can allow one to touch your character
then quickly roll or run away from it.
In order to get out of the room, one player must stand near the metal panel on
the side wall and use the X/A button to interact with it when the prompt
appears. The player must tap the Square/X button rapidly to break open the
panel and get to the circuitry inside. The player needs to interact with the
control panel again and enter a QTE timed button press sequence as displayed on
the screen in order to shut down the room's security. The player will have to
do this several times and each QTE gets worse. This will disable the floor
mines.
NOTE: While in single player in either room, the AI partner will automatically
push in front of the player character and solve the circuitry puzzle on the
control panel. The actual player cannot go through the QTE sequence to break
into the control panel and disable the security system.
The other player must guard the player that is working on the control panel by
shooting any floor mines that move close to the player that is at the control
panel. Take out the shotgun and wait for a floor mine to approach the player
then open fire on it from close range. Try to make sure it is in close range.
If it suddenly turns red, blast it quickly to destroy it before it blows up.
NOTE: Another good way to make the floor mines explode is to just run around
the room and run over them then move away from each one. This surprisingly
works extremely well for destroying them and making sure they leave your
partner alone. Basically, you are the bait!
The floor mines will deactivate and the door to the side will unlock. The
security system will announce a security break in the room of players that
solved the control panel puzzle first. For the team that fails to get out of
the room first, that team must stay behind for a few seconds longer. The doors
will open on their side, but the doors will quickly close again and the floor
mines will reactivate. The voice on the intercom will distort and the floor
mines will shut down again eventually and then the doors will open.
NOTE: Skip down to "CORRIDOR OUTSIDE PROTOTYPE TESTING ROOMS" to continue.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- STAIRS ROUTE -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Alright, so you read someone else's guide and have come to mine seeking help
for your failures... Well, here we go, this is the stairs route.
== MEDICAL RESEARCH CENTER - STAIRS TO UPPER FLOOR ==
The elevator shaft will be locked, so open the door down the corridor to the
right. Move up the stairs then kick open the door at the top.
== MEDICAL RESEARCH CENTER - OUTSIDE ROOM 00 ==
Well, thankfully, your character does get five --TALL CRATES-- off to the left
before entering Room 00, so you didn't lose out on items at least. The
characters will get one --FIRST AID SPRAY-- in the final crate. Use the
partner assist button to open the door to Room 00.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] First Aid Spray
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 5
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== MEDICAL RESEARCH CENTER - ROOM 00 ==
Just like Room 01, there are three --TALL CRATES-- in this room. Each of them
have --12-GAUGE SHOTGUN SHELLS-- inside of them since players will need those
in a moment.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 12-Gauge Shotgun Shells x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
(The rest of the info below is basically copied and pasted with minimal changes
from the Room 01 description. I'm not trying to KB spam here, just trying to
be thorough.)
Before walking to the other side of the room, notice the metal panel on the
right wall of the room. Keep that panel in mind. Walk to the opposite side of
the room and use the X/A button to try to open the door. The character will
try to open the door but it is sealed. A voice will confirm the lockdown of
the area and the testing of prototypes - yeah, it doesn't look good, does it?
A cutscene will trigger eventually.
NOTE: IMMEDIATELY after the trying to open the door, walk over to the metal
panel on the right side of the wall. Be sure to do this to get a head start on
getting over to it. If you do this with the AI partner in single player, your
team WILL be the first one out. If you don't want out first then don't remove
the metal panel at all.
--> Objective: Undo the locks on the barriers
NOTE: The team that can solve the control panel puzzle the fastest in either
Room 00 or Room 01 will get out first and get access to the item chests outside
of the room. The team that finishes second will get trapped back in the room
as the security system short circuits for a few brief seconds. The scene in
the following catwalk area will differ slightly depending on which team gets
out first. What will change is that your character will take a different route
when chasing Ada depending on whether your team is the first or second team out
of the Prototype Testing Rooms.
Ada has just activated a prototype testing procedure that releases floor mines
into each of the surrounding rooms. These mines start out with a bluish color
in the middle of them. When they hit a character, the blue will change to red
and the mine will prepare to explode. The mines can be blasted and destroyed
with a shotgun from close range or you can allow one to touch your character
then quickly roll or run away from it.
In order to get out of the room, one player must stand near the metal panel on
the side wall and use the X/A button to interact with it when the prompt
appears. The player must tap the Square/X button rapidly to break open the
panel and get to the circuitry inside. The player needs to interact with the
control panel again and enter a QTE timed button press sequence as displayed on
the screen in order to shut down the room's security. The player will have to
do this several times and each QTE gets worse. This will disable the floor
mines.
NOTE: While in single player and in either room, the AI partner will
automatically push in front of the player character and solve the circuitry
puzzle on the control panel. The actual player cannot go through the QTE
sequence to break into the control panel and disable the security system.
The other player must guard the player that is working on the control panel by
shooting any floor mines that move close to the player that is at the control
panel. Take out the shotgun and wait for a floor mine to approach the player
then open fire on it from close range. Try to make sure it is in close range.
If it suddenly turns red, blast it quickly to destroy it before it blows up.
NOTE: Another good way to make the floor mines explode is to just run around
the room and run over them then move away from each one. This surprisingly
works extremely well for destroying them and making sure they leave your
partner alone. Basically, you are the bait!
The floor mines will deactivate and the door to the side will unlock. The
security system will announce a security break in the room of players that
solved the control panel puzzle first. For the team that fails to get out of
the room first, that team must stay behind for a few seconds longer. The doors
will open on their side, but the doors will quickly close again and the floor
mines will reactivate. The voice on the intercom will distort and the floor
mines will shut down again eventually and then the doors will open.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
== MEDICAL RESEARCH CENTER - CORRIDOR OUTSIDE PROTOTYPE TESTING ROOMS ==
The team that gets outside first will get access to three item chests. The
chests contain 4000 skill points in one chest and 5000 skill points in two
other chests. Basically you get 14000 skill points!
*********************************** TREASURE **********************************
Campaign: Chris, Chapter 3 AND Leon, Chapter 4
Location: Medical Research Center - Corridor Outside Prototype Testing Rooms
Contents: 4000 Skill Points
While Chris and Piers are in the crossover segment with Leon Kennedy and Helena
Harper inside the Medical Research Facility, they will enter either Room 00 or
Room 01. The first player that can open the control panel on the wall and
solve each of the control panel puzzles (timed button press QTEs) will get to
step out into the next corridor first and gain access to three item chest
containing skill points.
This chest is off to the right and contains 4000 skill points.
Campaign: Chris, Chapter 3 AND Leon, Chapter 4
Location: Medical Research Center - Corridor Outside Prototype Testing Rooms
Contents: 5000 Skill Points
While Chris and Piers are in the crossover segment with Leon Kennedy and Helena
Harper inside the Medical Research Facility, they will enter either Room 00 or
Room 01. The first player that can open the control panel on the wall and
solve each of the control panel puzzles (timed button press QTEs) will get to
step out into the next corridor first and gain access to three item chest
containing skill points.
This chest is off to the left and contains 5000 skill points.
Campaign: Chris, Chapter 3 AND Leon, Chapter 3
Location: Medical Research Center - Corridor Outside Prototype Testing Rooms
Contents: 5000 Skill Points
While Chris and Piers are in the crossover segment with Leon Kennedy and Helena
Harper inside the Medical Research Facility, they will enter either Room 00 or
Room 01. The first player that can open the control panel on the wall and
solve each of the control panel puzzles (timed button press QTEs) will get to
step out into the next corridor first and gain access to three item chest
containing skill points.
This chest is off to the left and contains 5000 skill points.
*******************************************************************************
The first team that makes it out of either of the prototype testing rooms first
and gets all the goodies will get to exit the corridor from the doorway off to
the left. The second team that makes it out of either of the prototype testing
rooms doesn't get anything but empty chests that are already open and those two
characters must kick open the air duct cover on the right side of the corridor
and slide/crawl through the hole on the right side of the corridor.
=-=-=-=-=-=-=-=-=-=-=-=- BOTTOM ROUTE (MADE IT OUT FIRST)-=-=-=-=-=-=-=-=-=-=-=
== MEDICAL RESEARCH CENTER - CATWALK AREA (BOTTOM) ==
Use the partner assist command to hop off the catwalk ledge to the left. Move
along the catwalk ahead and the other team will exit above and follow Ada. Run
down the catwalk to the left directly ahead. Follow the catwalk and make
another left. Ada will be in view and she will toss a smoke grenade at the
characters then disappear up ahead. Keep following the catwalk while the
characters cough.
Ada will grapple to a higher walkway. Follow the corridor at the corner up
ahead as it moves to the left. Run to the end and use the partner assist
button to open the door at the end of the corridor. A cutscene will trigger.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=- TOP ROUTE (MADE IT OUT LAST)-=-=-=-=-=-=-=-=-=-=-=-=
== MEDICAL RESEARCH CENTER - CATWALK AREA (TOP) ==
Run down the catwalk ahead. Ada will be on a lower catwalk ahead of the bottom
two characters. Ada will toss a smoke grenade at the characters on the bottom
- the smoke grenade will make the top set of characters cough as they run
through the smoke. Continue to run and a cutscene will play where Ada will
grapple to a platform across from your area.
Dash to the end of the current catwalk then make a left and follow the catwalk
that stretches across the middle of the area. Fall off the catwalk when your
character reaches the dropoff at the very end.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_______________________________
_______________________________________________/ STAGE 3-6 -- MAIN THOROUGHFARE
-------------------------------------------------------------------------------
== MAIN THOROUGHFARE ==
--> Objective: Don't lose the target
Chris and Piers will start out in the military jeep that they hopped into
during the cutscene. Once again, they are hot on Ada's trail. The Piers
player will be the driver throughout much of this segment, so I'll only refer
to the Chris player sometimes. The Chris player will eventually take over as
the driver however and the roles for Chris and Piers will change. A player
will either drive the military jeep or take control of the gatling gun turret
on the back of the vehicle. The controls for each of the tasks are labeled
below.
.------------------------. .-----------------------------.
| Military Jeep Controls | | Gun Controls |
|========================| |=============================|
| L1/LT | Brake | | R1/RT | Fire gun |
| R1/RT | Accelerator | | Right thumbstick | Aim gun |
| X/A | Boost | '-----------------------------'
'------------------------'
Both players need to watch the health gauge of the military jeep, which is
displayed in green on the bottom portion of the screen. The blue gauge is the
boost gauge. The boost is activated by the driver by pressing the X/A button.
Once a boost is used, the boost gauge will begin to refill slowly. It's best
to use the boost on straightaways during this driving sequence. Ada will
activate her boost often and so should Chris and Piers in their military jeep.
If Ada gets more than several meters away from the military jeep (around 300
meters) at any time during the driving segments, the game will end.
Keep the accelerator button held down the majority of the time. Let go of the
accelerator button and allow the jeep to coast when the vehicle comes upon a
turn. Don't ever use the brake.
The player that controls the gun will need to blast the jeeps with J'avo in
them that appear every so often. Blast them to avoid having them collide into
the jeep to avoid damage. Hitting walls will damage the jeep, enemy gunfire
can damage the jeep and hitting enemy vehicles can damage the jeep as well.
The player that controls the gatling gun does not have to worry about having
the gun overheat or running out of bullets. Just fire away and constantly try
to defeat the J'avo jeeps!
Chris and Piers will start out on a straightaway, so immediately hit boost
while holding the accelerator to move on ahead and follow Ada. Yeah, power
drive! I'll list out turns and obstacles throughout the next few portions of
this stage. I also list character quotes just so my reader knows how far into
the stage I am at that point.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- CHRIS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
A few J'avo in jeeps will appear in the view as the jeep gets to a turn to the
right, so be prepared to blast them while Piers drives ahead. There are around
four jeeps that attack. Try your best to shoot them all and make the jeeps
tump over. If the jeeps get behind your jeep, don't worry about them unless
the J'avo move along the sides of your jeep.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Turns/Obstacles:
o Sharp right
o Left turn (middle blockades)
o Right turn (middle blockades)
o Sharp right
o Sharp left
o Ramp
Chris: "Chris to HQ! Block off all exits!"
Turns/Obstacles:
o Cars on both sides of the road
o Left turn
o Left turn
The military jeep will enter a tunnel now. The jeep with Chris and Piers will
be on the right side of the tunnel and Ada will be on the left side of the
tunnel.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- CHRIS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Look to the left side of the tunnel and blast the jeeps with J'avo in them as
they follow behind Ada. There are some explosive barrels conveniently placed
under the pillars of the tunnel. Shooting them will create an explosion that
will instantly destroy the J'avo jeeps. It's hard not to shoot them actually.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Turns/Obstacles:
o Two vans on left side
o Car on left
o Car on left
The jeep will exit the tunnel. There are many cars that will be moving toward
the jeep's direction in the streets ahead. Be prepared to quickly turn to the
side to miss them and the J'avo vehicles that the jeep will pass.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- CHRIS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
J'avo will continue to pull up in jeeps so shoot at them while Piers drives.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Turns/Obstacles:
o Parked car on right and left.
o Left turn (middle blockades)
o Right turn
o Left turn
o Right turn
o Right turn
o Right turn
Piers: "You're not getting rid of us that easily! I'm the best driver the
BSAA's got!"
The traffic will start to pick up here. Be prepared to dodge cars that will be
moving along the street beside your jeep. They will be driving along. Just
pass them quickly.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- CHRIS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
J'avo will continue to pull up in jeeps so shoot at them while Piers drives
once again! Too bad Chris couldn't throw rocks at them.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Turns/Obstacles:
o Left turn
o Right turn (middle blockades)
o Sharp left
o Right turn (middle blockades)
Delta team leader: "Alpha, come in! This is Delta!"
The jeep will move up on a narrow ramp ahead. Try to avoid hitting the side
walls.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- CHRIS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
You know the drill, more shooting and yelling like Rambo (most likely) from our
favorite former S.T.A.R.S. Alpha Team marksman! Yeah, a few more J'avo in
jeeps will pull up and attack.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Turns/Obstacles:
o Left turn
o Right turn
o Right turn
o Left turn
o Right turn
After the cutscene, the characters will wind up on the train tracks along the
left side of the interstate. Be ready to move over to the left to avoid an
oncoming train. The jeep will get back on the road during a cutscene
afterwards.
== MAIN THOROUGHFARE - PARKING GARAGE ==
Follow Ada into the tunnel up ahead. Be prepared to make a sharp right. A
cutscene will show Ada speed ahead.
--> Objective: Track Ada Wong
The jeep will be driving down the tunnel afterwards. The jeep will drive into
a garage. Follow the yellow line to the left and then turn while following it
to the right after reaching the wall. The jeep will move up a ramp to the next
level of the garage.
On the second level of the garage, J'avo in jeeps will lie in ambush. They are
armed with machine guns and rocket launchers. Quickly kill off the J'avo but
try to single out the ones with rocket launchers and kill them first. The
Chris player should aim for the J'avo that squat in front of the jeeps at first
(rocket launcher J'avo) and shoot them then start to shoot the vehicles with
the gatling gun and shoot them until they blow up.
The Piers player should shoot the J'avo that stand on the garage floor (outside
the vehicles) to make sure they all are killed quickly (since they have rocket
launchers). Piers will be shooting with his anti-materiel rifle, so he can't
shoot near as fast as the Chris player. The anti-materiel rifle can destroy
the jeeps at this part though!
******************************** SERPENT EMBLEM *******************************
Campaign: Chris, Chapter 3 [SE12]
Location: Main Thoroughfare - Parking Garage
During the driving part where Chris and Piers are in a military jeep chasing
after Ada, after entering a tunnel, Ada will speed up during a cutscene and the
jeep will coast through a garage. Once the jeep reaches the second level of
the garage, J'avo will lie in ambush and fire at the jeep. While shooting back
at the J'avo, look above the central jeep that the J'avo are in and look for
the bus in the background. This emblem is inside one of the top windows of
that bus. Chris can shoot this emblem with the gatling gun and Piers can shoot
it with his rifle!
*******************************************************************************
Eventually a J'avo will get inside a jeep and drive out of the garage after all
other J'avo are defeated. Drive directly ahead and then make a right after
reaching the wall past the bus then get on the ramp off to the right that goes
to the third floor of the garage. Drive toward the wall of the next portion of
the garage then make a right and drive out of the garage through the hole in
the wall.
== MAIN THOROUGHFARE - BACK OUT ON THE STREET ==
--> Objective: Don't lose the target
Chris will take over as the driver for the rest of this driving segment. Press
the Square/X button to have Chris punch out the windshield of the jeep after
the windshield is cracked from falling to the ground to get a better view of
the road ahead. Hell yeah!
NOTE: If you don't punch out the windshield, Chris can't boost in the jeep. I
guess knocking out the windshield gives the jeep more adrenaline, eh?
.------------------------. .-----------------------------.
| Military Jeep Controls | | Gun Controls |
|========================| |=============================|
| L1/LT | Brake | | R1/RT | Fire gun |
| R1/RT | Accelerator | | Right thumbstick | Aim gun |
| X/A | Boost | '-----------------------------'
'------------------------'
Turns/Obstacles:
o Right turn to get on the ramp
o Left turn (to avoid cars while getting off the ramp)
o Buses in the middle of the road
o Sharp right!
Try your best to speed ahead of the J'avo in the jeeps ahead. If the jeep can
make it past them, they won't be able to shoot rockets at the jeep. Chris will
eventually have to dodge rockets up ahead by moving to the sides as the J'avo
fire rockets from jeeps. Be sure to dodge rockets by moving to either side or
suffer some damage to the jeep!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- PIERS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Be sure to destroy many of the J'avo that are in jeeps after Chris dodges the
buses in the middle of the street. Many of the J'avo in these jeeps will have
rocket launchers and will fire them quickly. Focus all fire on the vehicles
near the jeep and don't let up!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Turns/Obstacles:
o Left turn
o Right turn
o Right turn to get on ramp
o Left turn to get off the ramp
o Right turn
o Sharp left (It's really one hell of a left!)
o Right turn
o Left turn
Really be on your guard about dodging rockets while playing as Chris here. The
rockets can really mount up. Constantly dodge to the right and left to avoid
them as the J'avo in the jeeps shoot rockets.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- PIERS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Two jeeps with J'avo that have rocket launchers are up ahead, so blast them.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
HQ: "HQ to Alpha! We've spotted an aircraft carrier of unknown origin in the
harbor."
Turns/Obstacles:
o Right turn
o Left turn
The road splits into two parts here. Your jeep will be on the right side.
Boost to get past the J'avo with rocket launchers that pull up beside Chris.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- PIERS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Blast any jeeps on Ada's side and your side. Two jeeps will bump against your
jeep and move ahead of the jeep. Blast them!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Move to the left after coming off the right side of the road and then drive
through the gate. Another left turn is coming up and then a cutscene will
trigger that will finish this chapter!
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
\_____________________________________________________________________________/
/ ___ _ _ ___ _ \
/ __\| |__ _ __ (_) ___ \______________________/ / _ \(_) ___ _ __ ___
/ / | '_ \ | '__|| |/ __|/ CHRIS CAMPAIGN \ / /_)/| | / _ \| '__|/ __|
/ /___ | | | || | | |\__ \\______________________// ___/ | || __/| | \__ \
\____/ |_| |_||_| |_||___// \\/ |_| \___||_| |___/
\_____________________________________________________________________________/
/ \
-- RANKING REQUIREMENTS CHRIS, CHAPTER 4
.-----------------------------------------------------------------------------.
| RANK | ACCURACY | DEATHS | CLEAR TIME | ENEMIES ROUTED |
|=============================================================================|
| A | 70% or more | 2 or less | 75 minutes or less | 55 enemies or more |
| B | 60% | 4 | 90 minutes | 45 enemies |
| C | 50% | 7 | 120 minutes | 35 enemies |
| D | 49% or less | 8 or more | 121 minutes or more | 34 enemies or less |
'-----------------------------------------------------------------------------'
.--------------------------------------------------------------.
| POINTS RECEIVED PER RANK |
|==============================================================|
| RANK | A | B | C | D |
| POINT AMOUNT | 25 points | 20 points | 15 points | 10 points |
'--------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| TOTAL RANK POINTS FOR FINAL SCORE |
|=============================================================================|
| RANK | S | A | B | C | D | E |
| TOTAL POINTS | 100 pts | 90 pts | 75 pts | 55 pts | 45 pts | 44 pts or less |
'-----------------------------------------------------------------------------'
[CR04]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
C H A P T E R 4 - V E N G E A N C E
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
June 30, 2013
Waiyip, China
_________________________
_____________________________________________________/ STAGE 4-1 -- REAR HANGAR
-------------------------------------------------------------------------------
== REAR HANGAR - ENTRANCE AREA ==
Chris and Piers will wake up in the aircraft carrier that they jumped to while
inside the military jeep at the end of the last chapter. From the start, the
Piers player will be attacked by a Neo-Umbrella J'avo that has a knife.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- CHRIS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Chris player should aim toward the Neo-Umbrella J'avo that attacks Piers
and shoot it off of him. In co-op play, the Piers player can knock off the
J'avo by shaking the thumbstick fast enough, but in single player, you MUST
save the AI Piers by blasting the Neo-Umbrella J'avo or the Piers partner will
die and the game will end.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- PIERS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Shake the left thumbstick to struggle with the Neo-Umbrella J'avo and throw him
off Piers.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Neo-Umbrella J'avo in this area all have body armor on that makes them a
bit tougher than standard J'avo. They all wear helmets, but a shot to the head
will knock off the helmet and activate a head stun. All of the J'avo in the
current area will run off after the J'avo is knocked off Piers.
--> Objective: Search the ship
J'avo with sniper rifles will start to fire from the high walkways in the very
back of the hangar and there is one J'avo in the room off to the left. Dash
toward the room through the left doorway.
== REAR HANGAR - CRATE STORAGE ==
One J'avo is waiting inside the room and one J'avo will rush down the stairs
after the Chris and Piers step inside.
The J'avo in this area can all mutate into Glava-Smech, Telo-Eksplozija and
Ruka-Khvatanje (insect arm). Glava-Smech is a head mutation where the head
will separate into pinchers. These J'avo only have one attack where they will
rush toward a character with their pincher heads and grab a character then
clamp down on that character while holding the character into the air. They
are predictable, yet their attack is hard to stop once they start it. They
have high health amounts, so it will take more firepower than your standard
J'avo to kill them off.
NOTE: To set up a Glava-Smech for a frontal heavy stun melee (Coup De Grace),
perform a quick shot on it with a weak weapon then slide into it before it
recovers from the light stun. It will stagger and not recover for a long time
after the slide, allowing your character to pulverize it with a Coup De Grace
for major damage.
Telo-Eksplozija is a body mutation where the body mutates into a cocoon. It is
basically a rounded cocoon with legs. Telo-Eksplozija does not attack, but it
will get close to a character and try to explode. It will always fall on its
knees seconds before it explodes. These J'avo can be shot in the legs to make
them kneel down and explode early. They can actually be used to kill other
J'avo with their explosions.
Grab the ++SEMI-AUTO SNIPER RIFLE++ off the table then open the nearby chest
and take out the three packs of --7.62MM NATO AMMO-- inside. Finally, the
Chris player has a rifle after all this time! Piers now has a second rifle.
This rifle is semi-auto so it fires almost rapidly. Check the back table to
find two breakable --WOODEN CRATES--. Run upstairs and break the --TALL CRATE-
- at the top of the stairs then move up the top staircase.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] ++SEMI-AUTO SNIPER RIFLE++, [ ] 7.62MM NATO Ammo x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 2, [ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*********************************** TREASURE **********************************
Campaign: Chris, Chapter 4
Location: Rear Hangar - Entrance Area
Contents: 7.62MM NATO Ammo x 3
When Chris and Piers start out in the Entrance Area of the Rear Hangar at the
beginning of Chapter 4, they will have to fight off against a Neo-Umbrella
J'avo that will attack Piers. After fighting off the first J'avo, enter the
room through the doorway off to the left. There is a semi-auto sniper rifle on
the table up ahead and to the left and there is a chest with three pickups of
7.62MM NATO Ammo inside.
*******************************************************************************
== REAR HANGAR - CRATE STORAGE CATWALK ==
Arm the semi-auto sniper rifle and step out to the catwalk ahead then take
cover behind the outside railing. There are three sniper rifle J'avo on the
high walkway in the very back of the hangar. They each have red explosive
barrels near them. Since they are dumb enough to stand on a walkway and fire
at their enemies from near an explosive barrel, just try to find the explosive
barrels near them and shoot the barrel to kill each one of them off. There are
three sniper rifle J'avo and three explosive barrels on the highest back
walkway - one is on the left side and two are on the right side. It's like
explosive barrels are magnetized to enemies in these later RE games...
Once all sniper rifle J'avo are taken care of Chris will contact HQ. "Alpha to
HQ. We're closing in on Ada Wong." Break the two --TALL CRATES-- and the
--WOODEN CRATE-- on the right side of the platform. Reenter the room beside
the catwalk then drop down the ladder off to the left. Kick down the next
ladder off to the left then fall back down to the hangar.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== REAR HANGAR - ENTRANCE AREA ==
The characters will see Ada in the back of the hangar during a cutscene. She
will go through a doorway in the middle of the back area. Several Neo-Umbrella
J'avo will move toward Chris and Piers and attack. Try to keep some sort of
cover area near your character to avoid sudden gunfire from the J'avo then race
toward them and stun them with a quick shot then knock them to the ground and
crush their head with a ground melee. Headshots and head stun melees can work
just as well also. Keep flash grenades handy for J'avo groups in this area.
Find the transport helicopter on the right side of the hangar (big helicopter
with two blades) and then step inside and break the two --TALL CRATES-- outside
the cockpit.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
******************************** SERPENT EMBLEM *******************************
Campaign: Chris, Chapter 4 [SE13]
Location: Rear Hangar - Entrance Area
When Chris and Piers start out in the Rear Hangar at the beginning of Chapter
4, get the semi-auto sniper rifle and kill off the sniper rifle J'avo on the
high walkway then find the transport helicopter (big helicopter with two
blades) on the right side of the hangar and step inside of that helicopter.
Move to the cockpit entrance to see this emblem behind the left seat in the
cockpit. It can be hit with a low melee.
*******************************************************************************
While moving across the hangar, a Neo-Umbrella J'avo will raise the stairs on
the left side of the back portion of the hangar, blocking the door where Ada
went to. A few Neo-Umbrella J'avo will arrive and attack. These J'avo will
start to mutate into Glava-Smech (pincher head), Telo-Eksplozija (explosive)
and Ruka-Khvatanje (insect arm). This is a very dangerous pairing of J'avo.
The Ruka-Khvatanje quickly grab at long range with their insect arm and the
Glava-Smech will start that annoying super armor attack of theirs that is hard
to stop. Try to finish off the Ruka-Khvatanje first then deal with the Glava-
Smech. Knock the Ruka-Khvatanje to the ground then crush their head with a
ground melee. Flash grenades can work well to stun the Ruka-Khvatanje and set
them up for heavy stun melees.
Two sniper rifle J'avo will be on the left set of stairs along the side. When
they are shot, one will form a Chrysalid that will hatch into a Napad. As
usual, the Napad will drop --1500 SKILL POINTS-- once defeated.
Ignore the main destination, as labeled by the target indicator, for right now.
Move up the stairs on the left side of the hangar. A bulkhead door will lower
over the corridor that leads to the door that Ada went through.
--> Objective: Destroy the barrier and secure a route
NOTE: There are two objectives to perform in this Hangar now. This walkthrough
does them in the order of blowing open the bulkhead door and then raising the
stairs, but they can be done the other way around. If they are done
differently, your enemy setup may differ slightly from what I describe.
Dash down the corridor at the top of the stairs and climb the ladder off to the
right at the end.
== REAR HANGAR - SECOND FLOOR OF REAR HANGAR ==
Chris and Piers will be on a second floor walkway. Run across the walkway then
use the X/A button to investigate the middle portion with the gap. The
characters will see a missile, which would work well for opening that bulkhead
door. Use the partner assist button near the gap to have Chris toss Piers to
the other side of the walkway. A cutscene will play as the walkways rotate
inward shortly after the characters start to move.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- CHRIS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Hop over the gap and prepare to face Ruka-Bedem (shield arm) and another Neo-
Umbrella J'avo. The J'avo will attack in two waves. The first wave has two
J'avo that will mutate into Ruka-Bedem and another J'avo that can possibly
mutate into Ruka-Bedem when shot. More J'avo will appear that mutate into Ruka-
Bedem as well. One of the J'avo that are killed off will form a Chrysalid then
mutate into a Napad.
The second wave has several J'avo in it that can mutate into Ruka-Bedem, Glava-
Smech (pincher head) and Telo-Eksplozija (explosive). Be prepared to deal with
all of these J'avo mutations. Some of the J'avo will mutate as they appear.
Try to finish all of the J'avo off with melee (knock them to the ground then
head crush) to avoid having them mutate. The Chris player can actually run
from the Napad if you choose to (since Chris has to climb over a pole and all).
Run to the other end of the walkway and move by the stacked crates. Follow the
walkway in the middle. Chris will have to climb across a pole to get to the
other side. Grab the pole with the X/A button then crawl across by tapping the
Square/X button rapidly. I guess that muscle memory is still there. Yeah,
Redfield power!
Three Neo-Umbrella J'avo with sniper rifles will move out the door of the high
walkway in the back of the room and start to aim for Chris. The Piers player
will have to shoot them for Chris. Be sure to motivate your Piers partner by
holding the partner assist button and pressing the praise button (R2/RB) while
climbing across. It makes the moment look more badass. The Chris player
should prepare to deal with the Neo-Umbrella J'avo that will be moving across
the walkway from the side that Piers came from. They will try to sneak up
behind Piers while Chris moves to the end of the pole, so be ready to overpower
melee their asses when Chris drops to the other side.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- PIERS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Hop over the gap up ahead and get ready to face the Neo-Umbrella J'avo that are
headed toward Piers. One will immediately mutate into Ruka-Bedem (shield arm)
and another will likely mutate into Glava-Smech (pincher head). Use the
shotgun here to quickly kill off the enemies so they don't pile up. Try to
kill off the Ruka-Bedem immediately with close range attacks from the back to
keep it from ramming Piers while fighting the other J'avo. As usual, a flash
grenade can help out for this part.
The Piers player needs to move to the back of the walkway and approach the
missile once all J'avo are defeated. The Chris player will be delayed since he
must climb across an overhead pole to reach the side with the missile. Don't
mess with the missile just yet. Wait on the Chris player.
When the Chris player starts to climb across the pole, arm the semi-auto sniper
rifle and watch the back high walkway across from the missile as Neo-Umbrella
J'avo with sniper rifles exit the middle room. Equip the sniper rifle and
shoot them while they try to shoot Chris. There should be three of them. They
are not stupid enough to stand near explosive barrels this time, so you'll have
to pinpoint aim and blast their slender bodies. They might mutate into Telo-
Eksplozija but that doesn't matter with how far away they are.
NOTE: As the Chris player moves across the pipe, Neo-Umbrella J'avo will start
to move down the walkway on the side that Piers came from. Hopefully the Chris
player will deal with these enemies as he falls to your side. They can get to
Piers while he shoots the sniper rifle J'avo at times though.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
When both players join, they should take that time to wipe out all J'avo that
are on the walkway. Neo-Umbrella J'avo will attack and mutate into Ruka-Bedem
and one will form a Chrysalid that will hatch into a Napad that will drop
--1500 SKILL POINTS-- once defeated. Make sure that all three snipers on the
far walkway have been killed also.
Examine the crank to the side of the missile with the X/A button then rotate
the left analog to move the crank and make the missile face the bulkhead door
against the far wall. One player must continue to hold the crank while the
other player hotwires the missile. In co-op play, one player will have to
interact with the open panel on the side of the missile then the other player
will have to hotwire the missile by pressing the button that will be displayed
in the precision QTE sequence as the timer needle on the gauge moves by the
green areas. In single player, the AI partner will hotwire the missile. The
missile will fire toward the bulkhead door and destroy it. Now, Chris and
Piers need to raise the stairs in the back of the hangar.
Chris and Piers can get back to the bottom floor by dropping from the ladder
below where the missile was positioned. Fall off the next platform that the
characters land on.
== REAR HANGAR - ENTRANCE AREA ==
Several Neo-Umbrella J'avo will attack in the hangar. This particular J'avo
group can get quite dangerous with the exaggerated mutations that can occur
here. They will mutate into Ruka-Bedem (shield arm), Glava-Smech (pincher
head) and Ruka-Khvatanje (insect arm). This is definitely a fight where
players will want to use a flash grenade for crowd control and to set up some
damaging heavy stun melees.
Snipers will step out on the stairs on the left side of the hangar once again
and more Neo-Umbrella will move into the area. They will all mutate into the
same mutations from last time that might include Telo-Eksplozija. One of the
sniper J'avo will form a Chrysalid then mutate into a Napad.
Make your way over to the double doors on the right side of the hangar. Some
more J'avo will be on the right side and they can mutate into any of the J'avo
mutations that are common in the hangar. Two J'avos with heavy machine guns
will be guarding the double doors in the corridor. One of them will form a
Chrysalid and mutate into a Napad once defeated.
There is a door off to the left that can be opened with the partner assist
button, but ignore that door for now - save that door for when the stairs are
raised in that direction. Find the ladder on the large gray container to the
right of the corridor with the double doors and climb that ladder then break
the two --TALL CRATES-- on that container. Get back to the corridor with the
double doors and open them with the partner assist button.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== REAR HANGAR - AIRCRAFT CARRIER EXTERIOR ==
Chris and Piers will step out to the exterior portion of the aircraft carrier.
Look out into the ocean to see a boat with a large searchlight on it. This
searchlight will start to follow the characters eventually while they move
ahead.
******************************** SERPENT EMBLEM *******************************
Campaign: Chris, Chapter 4 [SE14]
Location: Rear Hangar - Aircraft Carrier Exterior
Chris and Piers will eventually use the partner assist command to open a white
set of double doors on the right portion of the rear hanger in order to get
outside and find the lever to lower the stairs in the hangar. When they first
exit out of the hangar to the exterior portion of the aircraft carrier, equip
the semi-auto sniper rifle and look toward the light on the boat out in the
ocean. Find the tower on the boat that is above the light and this serpent
emblem will be on that tower. Blast it with the semi-auto sniper rifle!
*******************************************************************************
The corridor to the right and the stairs to the right both lead the same way,
but it's best to move up the stairs in order to break the two --TALL CRATES--
near the railing off to the right. Drop off the side of the ledge at the top
and the characters will land on the catwalk just past the lower corridor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Hop across the gap in the catwalk and climb up to the next platform. The boat
in the distance will start to fire at Chris and Piers but it won't hit them.
Move up the both sets of stairs on the other side of the platform. Again, the
boat will fire at the characters, but not hit them. Break the --TALL CRATE--
and the --WOODEN CRATE-- near the railing off to the right at the top of the
second set of stairs then climb up the nearby ladder.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Follow the next walkway with crates to the stairs at the end. Move around the
right corner at the top of the stairs and use the partner assist button to open
the double doors on the right wall.
== REAR HANGAR - STAIRS CONTROL ROOM ==
Now the characters are in the control room with the lever that will raise the
stairs in the hangar. While stepping toward the lever, the camera will switch
to a fixed camera angle - try not to get lost in the outer edges of the camera
angle here. Approach the lever and use the X/A button to pull it and raise the
stairs in the rear hangar below.
--> Objective: Track Ada Wong
HQ will contact Alpha team after pulling the lever. Yup, that's right. Tell
our boys to hang in there while we do all the hero stuff!
Kick down the ladder off to the side and fall to the platform below then move
down the stairs to reenter the bottom floor of the hangar.
== REAR HANGAR - ENTRANCE AREA ==
J'avo will attack on the way down the stairs and they will most likely mutate.
An airplane with a J'avo inside will lower into the middle of the hangar while
on an elevator. It will fire at the characters while they move around the
hangar.
The airplane can be stopped. Arm the semi-auto sniper rifle and look toward
the airplane to see a Neo-Umbrella J'avo in the pilot seat. Blast him with the
sniper rifle to kill him and stop the plane from attacking the characters. He
can be seen very easily from the far left side of the platform on the bottom of
the stairs. Be sure to kill off the pilot or Chris and Piers will have to
dodge the airplane's guns throughout the hangar as they move toward the back.
NOTE 1: If the airplane does not lower and start to shoot, that's because you
haven't blown open the bulkhead door yet. Both objectives must be completed
before the plane will lower and attack in the hangar.
NOTE 2: If Neo-Umbrella J'avo do not attack while the characters are on the
stairs, that's because they are waiting in the middle of the hangar.
The characters are back on the beginning side of the hangar. Neo-Umbrella will
attack throughout the hangar. Your main destination is the gate off to the
left of the double doors that Chris and Piers opened to reach the exterior
portion of the aircraft carrier. The J'avo can get highly annoying on the way
back with how they spread apart in large groups. Most of them have heavy
machine guns that will knock Chris and Piers down with rapid fire. Use flash
grenades to stun several J'avo that are spread apart then hit them with a heavy
stun melee. They will still mutate into all the forms of J'avo mutations that
the characters have faced in the hangar before if not melee killed.
The J'avo will come in heavy number as Chris and Piers run to the back of the
hangar. They will stop if players kill enough, but there are a bunch of them!
One of them will form a Chrysalid and mutate into a Mesets. A Mesets is a bird
J'avo that can fly and swoop down and grab the characters from the air. Blast
it out of the air with gunfire or wait for it to land then unload on it with
heavy firepower from close range. A Mesets is really nothing when it finally
lands, it's only really a threat in the air.
Reach the door to the left of the double doors that Chris and Piers opened to
reach the carrier's exterior then use the partner assist command to open the
single door to the left of the double door corridor to have access to the back
portion of the hangar.
Follow the corridor behind the door then make a left at the control panels up
ahead. Exit the control room area through the door on the other side to step
back out into the hangar. Some stray Neo-Umbrella J'avo might attack out here.
Turn to the left after exiting the control room then turn all the way around
and run to the back wall outside the control room. Search the shelves with
black containers with green lights on them carefully for one --WOODEN CRATE--
on one of the shelves off to the right.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Run toward the opposite side of the hangar to find the stairs that were lowered
earlier. Move up those stairs then follow the catwalk to the right to reach
the destroyed bulkhead door and the door behind it. Use the partner assist
button to open the door behind the destroyed bulkhead door. Walk ahead to
trigger a cutscene. Use the partner assist command at the next door to end
this portion of the chapter.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
____________________
__________________________________________________________/ STAGE 4-2 -- BRIDGE
-------------------------------------------------------------------------------
== BRIDGE - HANGAR CORRIDOR ==
--> Objective: Track Ada Wong
There is a --FLASH GRENADE-- on the right shelf up ahead. Grab that sucker
then use the X/A button (near the elevator button) to open the door to the
elevator at the end of the next corridor. Use the partner assist button to
take the elevator up to the bridge.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Flash Grenade
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== BRIDGE - WALKWAY OUTSIDE PROJECTION ROOM ==
Look, it's Ada! She's wearing a new sexy red suit to throw us off. After her!
Rush ahead and use the X/A button to grab the handle and open the door to the
room she moves into. Ada moves through a doorway then makes the door lock
behind her.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* If you are playing Piers at this part, the AI Chris partner will
automatically open the door that Ada closes and he rushes after her like a
raging bear. It's very amusing to see his chasing animation at this part.
He literally rages. ROOOAAAAR! Berserker Chris want to tear through Ada
Wong! She killed my men and Berserker Chris will now smack her with a lamp
post from 42nd street! ROOOARRR!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
A Neo-Umbrella J'avo will bust through the door to the left of the one that Ada
locks. Open the door he comes through after killing him.
== BRIDGE - PROJECTION ROOM ==
It's a good idea to have a flash grenade ready for this next room. Two J'avo
with heavy machine guns will fire from behind the counter in the back of the
room and Noga-Trchanje (spider legs) will attack from the floor and ceilings.
The immense amount of sudden firepower and the quickness of the Noga-Trchanje
is why a flash grenade can work well.
Open the door to the outside corridor then enter the room through the doorway
to the right. Make a left and enter the shower area before moving further down
the corridor at the end.
== BRIDGE - SHOWER AREA ==
There is a Neo-Umbrella J'avo in the fourth shower to the right. Kill him then
move all the way to the door at the end and pick up the --GREEN HERB-- in the
sink before leaving. Step back out into the corridor then use the partner
assist button to open the double doors off to the left.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== BRIDGE - CLEANING ROOM ==
A mutating Telo-Eksplozija (explosive) will step through the doorway in the
back left portion of this room as Chris and Piers enter so be ready to blast it
in the legs to make it fall then step away from it before it explodes. Find
the --40MM ACID ROUNDS-- on the stack of trays down the right corridor. There
is also some --9MM AMMO-- in a cubby to the right side of the middle room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 40MM Acid Rounds, [ ] 9MM Ammo
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The acid rounds can be loaded into the grenade launcher by pressing the
Triangle/Y button while the grenade launcher is equipped and being aimed. Acid
rounds are highly effective against J'avo groups. They weaken the J'avo
heavily and set them up for heavy stun melees.
A J'avo will stand at the top of the stairs when a character reaches the left
doorway then it will mutate into a Ruka-SRP (blade arm). It's dangerous to
fight this mutation on the stairs so allow him to move into the room then blast
him in the head and heavy stun melee his ass.
== STAIRWAY CORRIDOR ==
A J'avo with a machine gun is hiding behind the doorway to the right in the
corridor at the top of the stairs and a Ruka-SRP will open the door off to the
left and both will attack. Blast the J'avo with the machine gun first then
kill off the Ruka-SRP with a headshot and heavy stun melee (Coup De Grace).
Move through the doorway to the right and follow the outside corridor around
the side of the tanks then pick up the --12-GAUGE SHELLS-- from the railing at
the end. Run back into the corridor then open the next door.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 12-Gauge Shells
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== BRIDGE - TRAINING ROOM ==
Chris and Piers will step into a room with targets along the walls and lockers
and filing cabinets in the middle of the area.
*********************************** TREASURE **********************************
Campaign: Chris, Chapter 4
Location: Bridge - Training Room
Contents: 2000 Skill Points
While on the Bridge area of the ship, where Chris and Piers search through
several rooms to find Ada, they will reach a corridor above some stairs where
the two will fight a J'avo with a machine gun and a Ruka-SRP (blade arm).
Before moving up those stairs, a mutating Ruka-SRP will attack them. Enter the
Training Room through the door down the corridor to the left. This room has
targets on the walls and lockers and filing cabinets in the middle of the room.
Find the brown briefcase on the crate across from the exit door in the back of
the room then open it to find 2000 skill points.
*******************************************************************************
Exit the room through the door on the opposite side.
== BRIDGE - BUNK BED ROOM ==
Ada can be seen up ahead as Chris and Piers step to the back of the room.
Three Neo-Umbrella J'avo will enter the room from the door in the back. These
J'avo have a very dangerous mutation combination and both can be triggered all
at once. They will all mutate unless players toss a flash grenade and hit them
all with heavy stun melees - which I recommend. They can mutate into Ruka-SRP
(blade arm) and Glava-Begunats.
A Glava-Beganuts is when the head of a J'avo splits into three insect heads.
These J'avo break out into a berserker rage where they will rush toward a
character and do nothing but swipe to each side with their weapon. The J'avo
in this room can mutate into Ruka-SRP when shot in the arm and Glava-Beganuts
when shot in the head... or both at the same time! A Glava-Beganuts with a
Ruka-SRP blade arm is quite scary when it attacks. Keep in mind that the
Glava-Beganuts' attacks can be countered, so if it ever starts to attack from
close range, tap the R1/RT button for a possible counter to kill it off. A
Glava-Beganuts' head is the weakest portion of its body. While it is grounded,
a head crush melee is an instant kill usually.
NOTE: Glava-Beganuts constantly try to hit a player with their berserker
attacks, so falling to the floor on your character's back will avoid the
majority of their attacks when they rush forward since they all hit high. They
have a close range grab, but they have to stop raging in order to do that.
Step into the hallway through the door up ahead.
== BRIDGE - HALLWAY BESIDE BUNK BED ROOM ==
Grab the --GREEN HERB-- in the corner to the right of the next door and then
try to open the door that Ada went through. While standing next to the door,
Neo-Umbrella J'avo will bust through the windows off to the right. More J'avo
will enter the corridor from the room Chris and Piers just came from. This
battle really needs a fist full of boomstick, so pull out the shotgun and find
a corner then blast the J'avo that pile up in the corridor. Some of them will
mutate into Ruka-SRP (blade arm). Finish them off and the door that Ada went
through will open once all of the J'avo are defeated.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Objective: Track Ada Wong
Move up the stairs past the door that opened.
== BRIDGE - MESS HALL CORRIDOR ==
Chris and Piers will pass by some tables off to the right. Follow the corridor
to the left. Step through the doorway along the left walkway then sneak up on
the Neo-Umbrella J'avo inside the next room and stealth melee him then break
open the --WOODEN CRATE-- and four --TALL CRATES-- in the room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1, [ ] Tall Crate x 4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Step back into the outside corridor then use the partner assist button to open
the double doors down the left side of the corridor.
== BRIDGE - COMMAND BRIDGE ==
Three Noga-Trchanje (spider legs) will crawl along the ceiling or the floor
behind the bridge doorway up ahead. Take out a rifle and blast them from long
range before they get close. As usual, they can be hit with stomps from up
close. Enter the Command Bridge room through the doorway up ahead.
Ada can be seen through a window off to the right. When the characters
approach the doorway on the other side of the bridge, a Gnezdo will move
through the doorway and attack - it hatches out of a Chrysalid shell, though
it's hard to see before it breaks. Shoot the Gnezdo's insect swarm to make a
big bug appear then bear down on that big bug with heavy firepower. This
Gnezdo will drop --2500 SKILL POINTS-- after being defeated. Move through the
doorway with the red button on the wall to the left of it after defeating the
Gnezdo. Hop through the window.
== BRIDGE - EXTERIOR WALKWAY ==
Ada will hookshot to a higher ledge outside. Run over the doorway to the right
on the outside walkway and move up the stairs. Crush the two --TALL CRATES--
under some of that Redfield boot then use the partner assist button to open the
double doors off to the left.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== BRIDGE - RADAR ROOM ==
A few J'avo will attack in this room and they can mutate into Ruka-SRP (blade
arm) and Glava-Beganuts (raging insect head), or both at the same time! There
are only three J'avo just like the last time they had these mutation
possibilities though, so take out the shotgun and blast the J'avo and their
mutations. Target the head of Glava-Beganuts and try to knock them down then
crush their head with a melee for an instant kill. Break the two --WOODEN
CRATES-- on the counter along the left side of the room. Step into the
Communications Room ahead.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== BRIDGE - COMMUNICATIONS ROOM ==
There is a lone Neo-Umbrella J'avo behind all the control panels on the other
side of the communications room. More J'avo will bust through the windows
along the left side of the room as the character move to the back. They might
mutate, so take out the trusty shotgun and have at them!
Break the two --TALL CRATES-- across from the valve handle on the other side of
the room. One player needs to rotate the valve handle and the other player
needs to guard that player from the three Noga-Trchanje (spider legs) that
enter the room from the other side. Rotating the valve handle will make a trap
door open and a ladder will fall down in the middle of the room. Climb the
ladder.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== BRIDGE - STAIRWAY ==
See all the pickups below? Get those then move up the stairs and climb the
ladder at the top.
*********************************** TREASURE **********************************
Campaign: Chris, Chapter 4
Location: Bridge - Stairway
Contents: 5000 Skill Points
When Chris and Piers reach the Communications Room, one character will have to
rotate a valve handle while the other character defends the partner against
Noga-Trchanje (spider legs). Rotating the valve handle will make a ladder fall
through a trap door in the middle of the room. Climb that ladder then look on
the boxes to the right below the stairs to the side and open the briefcase to
find 5000 skill points.
*******************************************************************************
******************************** SERPENT EMBLEM *******************************
Campaign: Chris, Chapter 4 [SE15]
Location: Bridge - Stairway
When Chris and Piers reach the Communications Room, one character will have to
rotate a valve handle while the other character defends the partner against
Noga-Trchanje (spider legs). Rotating the valve handle will make a ladder fall
through a trap door in the middle of the room. Climb that ladder then move
toward the bottom of the first set of stairs. Look below the steps to see this
emblem to the left of two stacked black boxes with green lights on them.
*******************************************************************************
== BRIDGE - SMALL STORAGE AREA ==
There are several pickups to the right of the double doors up ahead. Snatch
the --GREEN HERB-- off the floor and the two pickups of --9MM AMMO-- off the
shelf then break the --TALL CRATES--. The tall crates in this room seem to
always have a --GREEN HERB-- and a --RED HERB-- inside of them... or else I'm
just a lucky Chris player twice in a row! Kind of like my luck with some
scores in RE5 Mercenaries.
Anyway, use the partner assist button to open the double doors to trigger a
cutscene. The characters will ride a elevator to the bottom floor after the
cutscene as HQ speaks with them. They can't be controlled at that time, but
this portion of the chapter will end when they reach the bottom.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9mm Ammo x 2, [ ] Herb (Green) x 2, [ ] Herb (Red)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
____________________________
__________________________________________________/ STAGE 4-3 -- FORWARD HANGAR
-------------------------------------------------------------------------------
== FORWARD HANGAR - CONTROL PANEL CORRIDOR ==
--> Objective: Use a jet to stop the missile launch
Aw man, Chris didn't even have the chance to tie Ada to that valve handle in
the Communications Room and beat her with that spare crank handle that he
carries around with him. That would have been such a hilarious punishment for
an RE character that has gone bad. Damn!
Move along the fenced corridor up ahead. The aircraft carrier will shake when
Chris and Piers reach the T-intersection. Make a left and follow that corridor
then break the --WOODEN CRATE-- on the larger crates at the end. Turn back
around and move down the other corridor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NOTE: The aircraft carrier will continue to shake every few minutes throughout
the rest of the characters' time on it. This will get annoying when fighting
enemies since the shaking doesn't appear to affect them!
Examine the control panel with the three blinking lights next to the double
doors up ahead. The control panel requires three different passcodes to unlock
the doors.
NOTE: The control panel with the three blinking lights MUST be examined in
order to pick up the item (Passcode A) in the corridor ahead and open the door
in that corridor.
--> Objective: Get all the passcodes
Alright, who's up for fetch and retrieve missions? Raise your hand and be
noticed. I thought so. This one isn't too bad though.
Run down the corridor to the side and break the --TALL CRATE-- in the corner to
the right before reaching the body in the back. Pick up **PASSCODE A** from
the floor near the dead Neo-Umbrella J'avo body. Open the door off to the
right.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The following is a fully labeled map of the rest of the surrounding area. Be
sure to use it for the maze of corridor ahead. A player starts at the "START"
area while on the stairs facing the two Rasklapanje that I'm about to mention:
____________________________________________________________
| stairs flooded |
| _________________________ _________________________ f |
| | | | |l |
| | ___________________ | |____________________ |o |
___| | | | | | | PASS B| |o |
| | | SP2 | | | WC | WC | |d |
| | | _______| | | partner >| | |e |
| |__|_ ____ | | | assist >| | |d |
| | |_______ | ___________|________| | |
| ___________ | | FAS | | | | |
| | ER HG | |__________|__| |_______________ __ | |__________
| | | locked door <| | | | | | |
| | ________|______________ _________________ | | | | AR |
| | | | ^| | WC WC | | | | | |__________|
| | |_______| ^| | | | | | | | |
| | SP1 | ^| | | | _| |__| WC |
| | | ____ ^|__| | | | |__________|
| |__________ ____| | locked door |__|__|______ | WC |
| | |PASS C WC |
|s _____________________| |____________| |__________|
|t | | | |
_|e | WC | ____________| |__________
| a | | | | |
| m | | | |
| | |____________| |__________|
| | WC | | |
| |_____________________|______________ ____________________| |
| s t e a m locked door <| |
|__ _____________________________________________________________|
START
.--------------------------------------------------------------------------.
| MAP ABREVIATIONS |
|==========================================================================|
| PASS B | Passcode B |
| PASS C | Passcode C |
| SP1 | 5000 Skill Points |
| SP2 | 2000 Skill Points |
| ER | 40MM Explosive Rounds |
| AR | 40MM Acid Rounds |
| HG | Hand Grenade |
| FAS | First Aid Spray |
| WC | Wooden Crate (Item Crate) |
| Locked door < | door that is locked from left side (unlocked from right) |
| Locked door ^ | door that is locked from above (unlocked from below) |
'--------------------------------------------------------------------------'
This map shows the directions that I take when describing the next few rooms.
It shows the exact path that I describe basically.
____________________________________________________________
| ^ > > > > > > > > > > > > > > |
| _________________________ ^ _________________________ v |
| | | ^| |v |
| | ___________________ | ^|____________________ |v |
___| | | | | ^| | PASS B| |v |
| | | SP2 | | ^| WC | WC | |v |
| | | ^ _______| | ^| | | |v |
| |__|_ ^ ____ | | ^|> > > > > | | |v |
| ^> > > > > ^ > > | |_______ | > ___________|________| |v |
| ^ ___________ v | | FAS | | ^| |v |
| ^| ER HG | v |__________|__| ^|_______________ __ |v |__________
| ^| | v > > > > > > > > ^ | | | |v | |
| ^| ________|_____________ ________________ | | | |v > > > AR |
| ^| | | | | | | | | |v |__________|
| ^| |_______| | | | | | | |v | |
| ^| SP1 | < < < ^ | | | | _| |__|v > > > WC |
| ^| ^ | v ____^ |__| | | |v |__________|
| ^|__________ ^ ____| v | ^ |__|__|______ v | WC |
| ^< < < < < < ^ < < < v | ^ |PASS C WC < v > > > |
| _____________________| ^ |____________|v |__________|
| | | ^ |v |
_| | WC | ^ ____________|v |__________
| | ^ > > > > > > > > > > > > ^_^ | |v | |
| | ^ | \|/ ^ | v |
| > > > | < LEAVE | ^ |____________|v |__________|
| ^| WC | / \ ^ |v |
| ^|_____________________|______________ ^____________________|v |
| ^ < < < < < < < < < < < v |
|__ ^ _____________________________________________________________|
START
== FORWARD HANGAR - OUTSIDE CORRIDOR BLOCKED BY STEAM ==
Prepare to meet a new enemy after opening the door. That blue tall thing below
the stairs that just reproduced during the cutscene is called a Rasklapanje.
These things can kill a character instantly with a grab while they are whole if
a player doesn't shake the left thumbstick after getting grabbed. Rasklapanje
break apart once they have sustained enough damage. Every portion of the
creature is alive. It will attack by throwing off its hands at long range so
the hands can try to jump and strangle a player - shake the left thumbstick to
break free.
While broken in half, the torso and the legs will still attack. A
Rasklapanje's appendages can all be knocked out and the characters will receive
items from them, but they are not dead. A Rasklapanje will revive after a few
minutes to attack some more. It will try to reform its full body. Chris and
Piers will face several Rasklapanje in this next area. They might fight the
same one a few times in a row if players choose to damage the creatures.
Fighting them is better than just running away all the time, but if you can run
away easily then do so.
When fighting them, damage them with the shotgun or grenade launcher with
explosive rounds. It's good to damage them with the shotgun while they are
whole and allow all appendages of a Rasklapanje to gather then shoot them all
with an explosive round or toss a hand grenade at them. Any weapon works for
damaging them, but don't use something really weak like a handgun. To kill a
Rasklapanje hand, stand over it until your character gets a melee command then
press R1/RT to make your character pick up the hand and toss it. If your
character stands near certain objects, the character will perform a special
kill on the Rasklapanje hand (such as a microwave or toilet) when the melee
button is pressed to pick it up.
Players can really just run past the first two Rasklapanje in the room below
the stairs. The corridor to the right and the corridor up ahead in the first
room is blocked by steam, so kick open the door to the right before reaching
the steam directly ahead.
== FORWARD HANGAR - KITCHEN ==
The room will catch on fire during a cutscene as the characters step to the
back of the room and the room will lockdown. A Rasklapanje will attack.
--> Objective: Survive the attack
It's a good idea to go ahead and defeat the Rasklapanje in the Kitchen. Blast
it with a shotgun to break it in half then blast its torso and legs to knock it
out. There is a --WOODEN CRATE-- near the microwave in the back of the room
and another --WOODEN CRATE-- on the counter on the left side of the room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* Stand near a pot of hot water and grab a Rasklapanje hand with the melee
button when the button prompt appears while standing over it to make your
character stick the hand in the water.
* Stand near the microwave and grab a Rasklapanje hand with the melee button
when the button prompt appears while standing near it to toss the hand into
the microwave.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
Allow a Rasklapanje's hand to move close to a microwave then pick it up with
the melee command to have your character kill it by sticking it in the
microwave to gain an extra medal at the end of this chapter.
.----------.
MEDAL: Put a B.O.W.s hand into the microwave | [ME146-1]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NOTE: If you don't want to waste your ammo on the Rasklapanje in the Kitchen,
the door will automatically open in the room once a certain amount of time has
passed by (around one minute). Just dodge it until then.
--> Objective: Get all the passcodes
Use the partner assist button to kick open the door on the other side of the
Kitchen.
== FORWARD HANGAR - CAFETERIA ==
Break the two --WOODEN CRATES-- on the tables along the left side of the
Cafeteria. There are three doors in the Cafeteria that can be opened. While
still in the doorway of the Kitchen and facing the Cafeteria area, open the
door to the left.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRA INFO
If players can collect all the passcodes without unlocking any of the one-way
doors, a medal will be earned. If you follow my map and just backtrack the way
you came from, you will not unlock any one-way doors.
.---------.
MEDAL: Cleared the stage without opening the one-way doors | [ME154] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== FORWARD HANGAR - CORRIDOR ==
Don't unlock the door directly ahead. That door does not need to be unlocked.
Move down the corridor to the left. The character will make a left then a
right while moving along the corridor and then a door will be on the wall to
the right. Kick open that door.
== FORWARD HANGAR - GUEST ROOM 1 ==
Open the brown briefcase on the table and collect the --5000 SKILL POINTS--
inside. Move to the bathroom in the back of Guest Room 1 and collect the
--50MM EXPLOSIVE ROUNDS-- on the floor to the left of the sink then take the
--HAND GRENADE-- off the right side of the sink. Leave the room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 50MM Explosive Rounds, [ ] Hand Grenade
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* Stand near the toilet in the bathroom and grab a Rasklapanje hand with the
melee button when the button prompt appears while standing over it to make
your character stick the hand in the toilet and flush it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*********************************** TREASURE **********************************
Campaign: Chris, Chapter 4
Location: Forward Hangar - Guest Room 1
Contents: 5000 Skill Points
After entering the Cafeteria in the maze area with Rasklapanje, open the first
door to the left. Do not open the locked door directly ahead. Move down to
the corridor to the left. The characters will make a left then a right while
following the corridor ahead. Kick down the door off to the right to enter
Guest Room 1. Open the brown briefcase on the table inside to get 5000 skill
points.
*******************************************************************************
== FORWARD HANGAR - CORRIDOR ==
While still in the doorway of the Guest Room, your character needs to move down
the corridor to the right. The characters will pass by a red light off to the
right and then pass through a doorway. Steam will be to your left and it will
cover a doorway at that end. Follow the corridor to the right. Move down that
corridor until your character reaches a room with blue lighting. After walking
through the doorway to that room, turn right and enter the corridor with a
bright overhead light then open the door off to the left.
== FORWARD HANGAR - GUEST ROOM 2 ==
Open the brown briefcase on the table with the dead body and collect the --2000
SKILL POINTS--. While still in the same room, find the corridor across from
the table then enter that restroom and collect the --FIRST AID SPRAY-- off the
sink. Lave the room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] First Aid Spray
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* Stand near the toilet in the bathroom and grab a Rasklapanje hand with the
melee button when the button prompt appears while standing over it to make
your character stick the hand in the toilet and flush it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*********************************** TREASURE **********************************
Campaign: Chris, Chapter 4
Location: Forward Hangar - Guest Room 2
Contents: 2000 Skill Points
After entering the Cafeteria in the maze area with Rasklapanje, open the first
door to the left. Do not open the locked door directly ahead. Move down to
the corridor to the left. The characters will make a left then a right while
following the corridor ahead. The door to the right is Guest Room 1, which has
5000 skill points in it, but that is not this certain treasure. Keep following
the corridor directly ahead from the Guest Room 1 door.
The characters will pass by a red light off to the right and then pass through
a doorway. Steam will be to your left and it will cover a doorway at that end.
Follow the corridor to the right. Move down that corridor until your character
reaches a room with blue lighting. After walking through the doorway of that
room, turn right and enter the corridor with a bright overhead light then open
the door off to the left. Open the briefcase on the table with the dead body
and 2000 skill points are inside.
*******************************************************************************
== FORWARD HANGAR - CORRIDOR ==
While still in the doorway of Guest Room 2, move down the corridor to the left.
Your character will make a right then a left. The first door to the right is
the locked door that you saw while exiting the cafeteria. If you unlocked it,
that door will be open. If you didn't unlock it (like I said not to), that
door will be closed. It doesn't matter either way.
Move down the corridor to the left. There is a bunch of blood on the walls
beside the doorway. Open the door to the right.
== FORWARD HANGAR - EXAMINATION ROOM ==
Break the --WOODEN CRATE-- on the table behind the white board. Use the
partner assist button to open the double doors against the back wall.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The Chris player will get pulled into the next room by a Rasklapanje as both
characters open the door. The Chris player needs to move away from the
Rasklapanje to avoid its grab immediately following the cutscene where Chris
gets grabbed. Either fight the Rasklapanje or avoid it. The main objective
here is to open the door back up with the partner assist button. Both
characters will have to stand on opposite sides of the door then use the
partner assist button to open the door. It will stay open this time. Break
the --WOODEN CRATE-- on the table off to the left and collect **PASSCODE B**
from off the floor near that table. The Chris player can do all the item
collection then open the door along with the Piers player - it doesn't matter.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Exit both rooms of the Examination Room. The characters will have to kick open
the door to step back out in the hall.
== FORWARD HANGAR - CORRIDOR ==
While still in the doorway of the Examination Room, your character needs to
move down the corridor to the right. A dead body is slumped over against the
wall of the corridor ahead. Turn right and move down the stairs into the
flooded area below. Make a right while following the corridor then move up the
stairs and toward the doorway.
There is a door to the left just past the doorway. Kick it open and collect
the --40MM ACID ROUNDS-- inside the locker in the back of the room. Both
characters will be in a room with bunk beds. The next few rooms will have bunk
beds in them as well. Step back out into the corridor then turn left and enter
the next door off to the left. There is a --WOODEN CRATE-- on the lower bunk
bed to the right in the back of the room. Break it then exit that bunk bed
room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 40MM Acid Rounds
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Turn left while back in the outside corridor then enter the next room to the
left. Run to the back of the bunk bed room and break the --WOODEN CRATE-- on
the lower bunk bed to the left. Step out of the bunk bed room and kick open
the door directly across from the current room. A J'avo body hangs from the
ceiling in the back of the room. Break the --WOODEN CRATE-- on the back lower
bunk bed to the right then collect **PASSCODE C** from the floor below the
hanging dead J'avo. Leave the current bunk bed room and make a right back out
in the corridor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Enter the next bunk bed room to the right and then break the --WOODEN CRATE--
on the first lower bunk bed to the left. Leave the room after breaking the
crate and continue down the corridor to the right.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The characters will pass through a doorway then a door will be down the
corridor to the right. Unlock the door at the end of the corridor then kick
through it. Steam will cover the doorway directly ahead. Kick through the
door to the right to get back to the Cafeteria.
== FORWARD HANGAR - CAFETERIA ==
Go back through the Kitchen to the left after Chris and Piers step back into
the Cafeteria. Exit through the door on the opposite side of the Kitchen. Run
back up the stairs to the left outside.
== FORWARD HANGAR - CONTROL PANEL CORRIDOR ==
Chris and Piers are back in the room with the doors that require three
passcodes to open. If you followed the guide up above, that was written by
your favorite Chris Redfield player, then the characters should have all of
them. Interact with the control panel near the door back down the left
corridor to unlock the double doors. The character that uses the control panel
will have to do this three times - once for each passcode.
--> Objective: Use a jet to stop the missile launch
Enter the corridor ahead.
== FORWARD HANGAR - PASSAGE ==
Break the two --TALL CRATES-- off to the left.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Use the partner assist button to open the white door at the end of the
corridor.
== FORWARD HANGAR - ENGINE ROOM ==
NOTE: Before moving to the left be sure to have some sort of weak weapon
equipped for this next sequence and have it fully loaded. You need a weapon
that your character can spam - handgun, machine gun, assault rifle, etc. Don't
move ahead with a rifle or it will be very hard to make precise shots.
Walk to the left once your character is equipped with weapon that can be fired
rapidly.
A Rasklapanje's two halves will bust through the vent on the left wall and
knock the characters onto a pipe that is above some lava below. The action
will switch to slow motion. Shoot the Rasklapanje's body parts (torso, legs
and two arms) to knock them all into the lava below. The characters will pull
back up onto the walkway.
Run to the right and follow the corridor. Kick open the door at the end of the
walkway.
== FORWARD HANGAR - CORRIDOR TO HANGAR DECK ==
That --TALL CRATE-- at the end of the corridor seems so lonely and out of
place. Run over to it and kick it to fix that. Walk over to the double doors
to the right of the tall crate and use the partner assist command to open them.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== FORWARD HANGAR - AIRPLANE HANGAR ==
Move forward to trigger a cutscene that will end this portion of the chapter.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
___________________________________________
___________________________________/ STAGE 4-4 -- AIRSACE OVER AIRCRAFT CARRIER
-------------------------------------------------------------------------------
== AIRSPACE - OVER AIRCRAFT CARRIER ==
--> Objective: Disable the aircraft carrier
Chris and Piers are now in the jet (VTOL) that they took from the hangar of the
aircraft carrier. They must now destroy the virus missile that is preparing to
launch. The Chris player is in the cockpit and the Piers player is in the seat
behind Chris.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- CHRIS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Chris player's main job is to navigate the VTOL jet and shoot or dodge
incoming missiles. The Chris player can perform a barrel roll by pressing the
R2/RB button to make the plane dodge a missile that is headed for it - the
Chris player will always get an R1/RB button prompt right before a missile hits
so watch for it. Holding the L1/LT button will allow the player to see out of
the cockpit of the jet for more precise aiming. Press the R1/RT button in
order to fire the jet's barrel gun. The controls for the cockpit are listed
below.
.--------------------------------.
| COCKPIT CONTROLS |
|================================|
| Left thumbstick | Move jet |
| L1/LT | Aim |
| R1/RT | Fire |
| R2/RB | Barrel Roll |
'--------------------------------'
The Chris player mainly needs to work on destroying (or dodging) missiles that
are in the air and destroying the helicopters that are firing out the missiles.
Missiles are marked with a red missile icon and the helicopters are marked with
a red diamond target marker. There are only three helicopters. Make sure to
watch for the missiles while shooting at them though. Instantly press the
R2/RB button to do a barrel roll when a rocket appears. Fly back and forth
over the aircraft carrier so the Piers player can easily establish a lock-on
and fire missiles to destroy all the anti-aircraft guns.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
Shoot the three helicopters that surround the airspace above the aircraft
carrier while playing as Chris to receive an extra medal at the end of the
chapter.
.--------.
MEDAL: Destroyed 3 helicopters with the VTOL's barrel gun | [ME080]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NOTE: The Chris player will see the Piers player targeting anti-aircraft guns
while Chris flies the VTOL jet. It's a bit distracting, but keep in mind that
it's the Piers player doing the targeting, not Chris, so just ignore the
targeting cursors that you'll see on the aircraft carrier below. It's a bit
confusing on the first time through with Chris if you haven't played as Piers
yet - it looks as if Chris is targeting objects, but it's actually Piers.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- PIERS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Piers player must lock-on to the anti-aircraft guns on the aircraft carrier
below and fire missiles at them. Line up the middle circle on the screen with
an anti-aircraft gun on the carrier and then press the fire button after the
green diamond on the screen lines up with the red target mark on each anti-
aircraft gun at least once. The controls for missile targeting are listed
below.
.----------------------------.
| MISSILE TARGETING CONTROLS |
|============================|
| L1/LT | Zoom in |
| R1/RT | Fire |
| Right Thumbstick | Lock on |
'----------------------------'
The first target to lock-on to is the tower in the middle of the aircraft
carrier. Lock-on to the middle tower and destroy it and then a cutscene will
play. The missile is preparing to launch!
Piers will have to lock-on to one of the seven anti-aircraft guns afterwards
and destroy each one individually. Always try to lock-on to the closest anti-
aircraft guns since the targeting cursor will lock-on to closer targets much
faster than distant targets. The missiles can miss distant targets even with a
lock-on.
The Piers player's task is quite easy for this battle so long as the Chris
player maintains a steady flight control. If the Chris player dodges to the
side too much or performs barrel rolls constantly or get hits often then it
will mess up the Piers player's aiming. HQ will confirm when all anti-aircraft
guns have been destroyed.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
--> Objective: Stop the missile from launching
A J'avo will activate the virus missile from a control panel during a cutscene.
Chris will let Piers off onto the aircraft carrier shortly after the countdown
for the missile launch has started. Both players now have a total of four
minutes to stop the missile launch - a timer will appear. The rest of this
portion of the chapter must be done without that four minute time limit.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- CHRIS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
== AIRSPACE - NEAR AIRCRAFT CARRIER ==
Chris will stay in the cockpit of the VTOL jet and let Piers out of the plane.
The Chris player will have to support Piers from the jet while the Piers player
blows up containers and stops the missile launch. The controls are basically
the same here, but Chris has little area to move the VTOL jet - just right to
left basically.
.--------------------------------.
| COCKPIT CONTROLS |
|================================|
| Left thumbstick | Move jet |
| Right thumbstick | Adjust aim |
| L1/LT | Aim |
| R1/RT | Fire |
| R2/RB | Barrel Roll |
'--------------------------------'
While Piers arms the first explosive near the first red container, a group of
J'avo will run toward Piers from below the jet. Find the red explosive barrel
off to the left and shoot it as the J'avo run by it. This will kill off a few
of the J'avo. Aim toward Piers' location with the L1/LT button and blast the
rest of the J'avo that the explosion didn't kill using the jet's barrel gun.
Follow Piers by aiming toward the aircraft carrier to find him. He will run
down a corridor in between an explosive barrel and a container then run toward
the next red container. Javo will exit the high walkways of the aircraft
carrier while Piers arms the second explosive near the second red container.
One of the J'avo has a sniper rifle and that will be the most annoying one for
the Piers player while he arms the next explosive. Aim toward the back
walkways of the aircraft carrier and find the walkway that is below a blue
light on the wall and that is where the J'avo with the sniper rifle is located.
Blast him with the jet's barrel gun to get rid of that nuisance. A few more
J'avo will be next to him also. Blast them all.
An Ogroman will notice Piers now. All the Chris player really has to do at
this point is blast the Ogroman in the face to stagger him and keep him away
from Piers. Piers will disarm the missile by using the control panel in the
trailer on the right side of the aircraft carrier. Keep the Ogroman busy by
blasting him in the face.
--> Objective: Reunite with your partner
Piers will narrowly escape a stomp from the Ogroman. Blast the Ogroman in the
face while Piers runs toward the crane on the aircraft carrier and climbs it.
Continue to blast the Ogroman in the face while Piers runs along the top of the
crane. Piers will hop over to the VTOL jet that Chris is in eventually. Chris
doesn't have to steady the jet so Piers can hop into it.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- PIERS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
== AIRSPACE - TOP OF AIRCRAFT CARRIER ==
The Piers player will start out on the aircraft carrier. Piers must move ahead
and lay out bombs to destroy the red containers that are in his path while
moving toward the virus missile.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRA INFO
This medal can be received by playing as either Chris or Piers during the final
segment of Chris, Chapter 4. When Chris lets Piers off onto the aircraft
carrier, the Piers player must reach the virus missile in less than three
minutes.
.---------.
MEDAL: Reached the missile in 3 minutes or less | [ME153] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Approach the first red container directly ahead then press the X/A button near
it to start a QTE sequence. A gauge with a timer needle will display. Press
the Square/X button when the timer needle moves across the green portions of
the gauge. The Piers player will have to do this three times for each bomb.
While laying out the explosives and setting them up to blow, J'avo will move in
behind Piers and attack. It is the Chris player's job to cover the Piers
player while he lays out the explosives at this part, so don't worry about the
J'avo while playing as Piers.
After blowing up the first container, run forward (past the crates) then hop
over the metal beams up ahead. Turn to the right to see another stack of beams
and a serpent emblem as mentioned below.
******************************** SERPENT EMBLEM *******************************
Campaign: Chris, Chapter 4 [SE16]
Location: Airspace - Top of Aircraft Carrier
While playing as Piers during the portion of Chapter 4 where both Chris and
Piers are inside the fighter jet, Chris will eventually let Piers out on the
aircraft carrier. As Piers, move forward and step up to the red container up
ahead. Use the X/A button to lay out explosives then press the buttons as
indicated on the QTE gauge that pops up. After blowing up the first red
container, move forward and hop over the stack of metal beams up ahead. Turn
to the right and look at the tire off to the right near the next stack of beams
to see a serpent emblem inside of it. Blast it with a weapon then continue
toward the next red container.
*******************************************************************************
Hop over the next set of beams or run to the left and around them. Move
through the space off to the right. Piers will move past a red explosive
barrel. Turn left further ahead and another red container will be blocking
Piers path. It has blue oil drums in front of it.
Approach the red container and use the X/A button to lay out explosives when
Piers gets the prompt when standing near it. Get ready to press the Square/X
button during another QTE sequence with a timer needle. Once again, the Piers
player will have to go through three QTE sequences. The timer needle moves
much faster here making the final QTE sequence a bit harder than usual.
NOTE: A J'avo with a sniper rifle will be aiming at Piers while he lays out the
second explosive. If the Chris player doesn't hit him eventually, take out the
semi-auto sniper rifle and turn around then look up on the high walkways of the
aircraft carrier to the right to find him then blast him (he's right below a
blue light). He will be a major nuisance if Chris doesn't shoot him.
An Ogroman will be released. Piers will start out looking at the Ogroman,
which can mess up a player's current positioning. Look to the left to see the
new path ahead. Follow that path as it stretches to the left. The console to
deactivate the virus missile is up in the trailer off to the right. Move
toward the side of the trailer then hop up on top of it with the X/A button
when the button prompt appears while standing next to it.
Move toward the center of the control panel then press the X/A button to
interact with the controls and start to abort the virus missile launch. Once
again, the Piers player will have to go through some more fun QTE sequences
where a gauge with a timer needle appears and you'll have to time Square/X
button presses four times in a row. This time, the developers want the Piers
to player to suffer through four of the QTEs!
--> Objective: Reunite with your partner
Piers will roll out of the way to avoid getting squashed by the Ogroman during
a cutscene and then control will be given back to the player as Piers continues
to haul ass forward. Piers will already be dashing when the player gets
control of him again. Dash toward the black and yellow crane directly ahead
then climb the ladder on it. While on top of the crane, quickly run to the
left while the camera displays a fixed third person view of Piers. Prepare to
press the X/A button to leap back into the VTOL jet at the end of the crane -
if you're holding the dash button, Piers will leap without the need of tapping
the dash button.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
== AIRSPACE - NEAR AIRCRAFT CARRIER ==
Chris and Piers will now be back in the VTOL jet. Even after disabling the
missile launch, it is still about to launch! The Ogroman on the aircraft
carrier will be standing in front of the virus missile. Chris and Piers must
now shoot the Ogroman to make him move then target the virus missile behind him
and shoot it.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- CHRIS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Chris player can't really do much here with just the VTOL jet's barrel gun,
but let's pretend like Chris is helping! Aim at the Ogroman's head and fire at
his head while Piers launches missiles at the Ogroman. When the Ogroman moves,
target the virus missile behind him then shoot it.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- PIERS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Line up the targeting cursor with the Ogroman's face and fire missiles at his
face. Fire two missiles at his face and he should move out of the way. Target
the virus missile after the Ogroman moves out of the way then fire one of the
VTOL jet's missiles at the virus missile to trigger a cutscene that will end
this chapter.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
\_____________________________________________________________________________/
/ ___ _ _ ___ _ \
/ __\| |__ _ __ (_) ___ \______________________/ / _ \(_) ___ _ __ ___
/ / | '_ \ | '__|| |/ __|/ CHRIS CAMPAIGN \ / /_)/| | / _ \| '__|/ __|
/ /___ | | | || | | |\__ \\______________________// ___/ | || __/| | \__ \
\____/ |_| |_||_| |_||___// \\/ |_| \___||_| |___/
\_____________________________________________________________________________/
/ \
-- RANKING REQUIREMENTS CHRIS, CHAPTER 5
.-----------------------------------------------------------------------------.
| RANK | ACCURACY | DEATHS | CLEAR TIME | ENEMIES ROUTED |
|=============================================================================|
| A | 70% or more | 3 or less | 80 minutes or less | 40 enemies or more |
| B | 60% | 5 | 110 minutes | 30 enemies |
| C | 50% | 9 | 120 minutes | 25 enemies |
| D | 49% or less | 10 or more| 121 minutes or more | 24 enemies or less |
'-----------------------------------------------------------------------------'
.--------------------------------------------------------------.
| POINTS RECEIVED PER RANK |
|==============================================================|
| RANK | A | B | C | D |
| POINT AMOUNT | 25 points | 20 points | 15 points | 10 points |
'--------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| TOTAL RANK POINTS FOR FINAL SCORE |
|=============================================================================|
| RANK | S | A | B | C | D | E |
| TOTAL POINTS | 100 pts | 90 pts | 75 pts | 55 pts | 45 pts | 44 pts or less |
'-----------------------------------------------------------------------------'
[CR05]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
C H A P T E R 5 - T H E R O O T O F T H E P R O B L E M
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
July 1, 2013
Chinese Waters
_________________________________
_____________________________________________/ STAGE 5-1 -- UNDERWATER FACILITY
-------------------------------------------------------------------------------
== UNDERWATER FACILITY - ELEVATOR CORRIDOR ==
--> Objective: Search the underwater facility
Chris and Piers will start outside the elevator that they took down in the
cutscene where Chris recalled beating the stuffings out of Wesker and tossing
his mutated ass into a volcano. Use the partner assist button to open the
double doors off to the right up ahead. A cutscene will trigger after the two
characters step into the next room.
== UNDERWATER FACILITY - SURVEILLANCE ROOM ==
--> Objective: Rescue Sherry and Jake
Well, it appears that Chris has set off the alarm. Find the air duct on the
left side of the room while facing the monitors. Crawl through the air duct.
== UNDERWATER FACILITY - CARGO BAY ==
Break the three --METAL TALL CRATES-- after reaching the next area. The Chris
player must toss the Piers player over the gap to the right using the partner
assist button while standing next to it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Metal Tall Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
******************************** SERPENT EMBLEM *******************************
Campaign: Chris, Chapter 5 [SE17]
Location: Underwater Facility - Underneath the Cargo Bay
After Chris and Piers set Jake and Sherry free in the Surveillance Room, they
will crawl through an air duct. Fall down the ladder to the left of the gap in
the Cargo Bay after stepping out of the air duct. While looking through the
wind tunnel with the fan below the ladder, find the pipe on the wall along the
other side of the wind tunnel to see a serpent emblem on it. Blast the serpent
emblem through the fan blades. Both Chris and Piers can shoot this. Piers
will have to shoot it then climb back up the ladder.
*******************************************************************************
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- CHRIS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
== UNDERWATER FACILITY - CARGO BAY ==
The Chris player needs to hop down the ladder to the left.
== UNDERWATER FACILITY - UNDERNEATH THE CARGO BAY ==
Piers should pull the lever to shut off the first fan blade for Chris. Crawl
through the wind tunnel behind the fan once it stops. Chris will exit out to a
large area below the Cargo Bay. Find the --METAL TALL CRATE-- on the other
side of the first pillar across from the wind tunnel then break it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Metal Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Sounds of some intense firing will be coming from the Cargo Bay up above.
J'avo are firing at Piers with gun turrets. Step to the other side of the room
below the Cargo Bay. Another fan blocks a second wind tunnel on the right side
of the room. The Piers player will need to pull the second lever found on the
far side of the Cargo Bay up above in order to stop the fan. Break the --METAL
TALL CRATE-- against the left wall while waiting on Piers.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Metal Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Crawl into the next wind tunnel once the fan stops. The back of the tunnel is
blocked by bars. There is an air duct off to the right though. Crawl into the
air duct and Chris will start to slide to the floor below.
== UNDERWATER FACILITY - CORRIDOR OUTSIDE THE COMMAND CENTER ==
--> Objective: Restore power to the elevator
Chris will fall out of the air duct and into a corridor below the Cargo Bay.
There are two J'avo up ahead and they can be taken down with stealth melees.
It's a bit hard to kill both of them quietly without one noticing your
character but it can be done.
Hide behind the crate off to the right while the two J'avo step away from
Chris. When they both move back down the corridor, stay to the far right side
of the crate (you can stay in the middle at times without having the closest
J'avo notice Chris). When both of the J'avo turn their backs and walk away, run
behind each one and stealth melee kill them. Run toward them and get behind
each one to get a R1/RT stealth melee kill prompt.
Walk over to the lever on the wall to the left of the elevator and pull it with
the X/A button to start the elevator. Chris will contact Piers and tell him
that he has restored power to the elevator.
--> Objective: Rescue Sherry and Jake
Press the button on the wall to the left of the elevator to open it. Chris
will contact Piers and tell him that he is in the elevator and headed his way
after stepping into the elevator. Press the button the left side of the
elevator to ride it up to the Cargo Bay.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- PIERS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
== UNDERWATER FACILITY - CARGO BAY ==
Piers must find the lever in the room that will stop the blades of the first
fan below the Cargo Bay. This will allow Chris to get through the first wind
tunnel below the Cargo Bay. The lever is directly to the right of where Piers
lands after being tossed over the gap. Pull the lever with the X/A button to
stop the first fan below.
Neo-Umbrella J'avo will enter the Cargo Bay. Two of the J'avo will run toward
the gun turrets on the right side of the room. One J'avo with a rocket
launcher will step out along the overhead catwalks and one J'avo with a sniper
rifle will take cover behind a pillar directly ahead. All of them will start
to fire at Piers. Take cover behind the crates next to the lever that Piers
just pulled. Kill off the sniper rifle J'avo and the J'avo with the rocket
launcher on the overhead walkway with the semi-auto sniper rifle - they are by
far the worst.
It's really best to ignore the J'avo behind the gatling gun turrets for now.
If Piers kills off one of them, another J'avo will simply takes its place and
start shooting some more. The J'avo will start to toss hand grenades behind
Piers cover point if he stays in place for too long which can be highly
annoying.
NOTE: Do not stand in a cover area for too long in this room or the Neo-
Umbrella J'avo will toss a hand grenade toward Piers. Literally, all you hear
is a single bounce followed by an explosion that takes off tons of health. You
have been warned.
Run to the other side of the room directly ahead (across from the gap) then
move into the left corridor on that side and break the two --METAL TALL
CRATES-- there. There are two more --METAL TALL CRATES-- further ahead on the
same side of the room also.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Metal Tall Crate x 4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
There is a medal that can be gained from shooting three J'avo with a gatling
gun turret and it's best gained in this room while playing as Piers. In the
Cargo Bay area where Chris tosses Piers across the gap and Chris goes below,
there are two gatling gun turrets in the upper floor of the Cargo Bay. Pull
the lever to stop the fan for Chris then DON'T pull the second lever. Neo-
Umbrella J'avo will spawn in the room and attack with the gatling gun turrets,
sniper rifles and rocket launchers. They will continue to respawn as long as
Chris stays occupied so leave him below - he will keep repeating the same line
so mute the TV if needed.
Kill off all J'avo with sniper rifles and rocket launchers and kill off any
J'avo that tries to use either gatling gun. The gatling guns both face away
from the J'avo, so try to lure J'avo out toward the section of the Cargo Bay in
front of the gatling guns and quickly run behind a gatling gun turret then fire
at them. Lure out and kill three Neo-Umbrella J'avo to receive this medal at
the end of the chapter. It's best to have the difficulty set to amateur to
avoid frustration since rocket launcher J'avo will constantly respawn and fire
rockets from the upper walkway.
.--------.
MEDAL: Killed 3 enemies with gatling guns | [ME156]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Find the next lever on the middle portion of the current side of the room and
pull it to stop the fan blade of the second wind tunnel below the Cargo Bay.
This will allow Chris to crawl through the second wind tunnel below. Chris
will reach an elevator and get back to the Piers player soon. The elevator
door is on the side of the Cargo Bay behind the gatling gun turrets.
--> Objective: Restore power to the elevator
Now, all the Piers player has to do is hold out in this room until the Chris
player arrives on the elevator. Chris will restore power to the elevator very
quickly - at least the AI Chris partner will.
NOTE: Chris will keep in contact with Piers while heading toward him. He will
tell Piers when he reaches the elevator. A Piers player can actually take
cover and wait for the Chris player to reach the Cargo Bay.
--> Objective: Rescue Sherry and Jake
There is one more J'avo with a rocket launcher on the back high walkway. He
needs to be killed before handling the J'avo behind the turrets. Take cover
behind the large tank to the right of the lever used to turn off the second fan
and find him on the back high walkway then take out the semi-auto sniper rifle
and blast him.
To kill the J'avo behind the turrets, rush out toward them when they stop
firing then quick shot one of them and knock him down and kill him then do the
same to the other. The Piers player might want to just spam gunfire on them
instead of using melee. Even if they do mutate, at least they won't use the
turret again. Glava-Smech (pincher head) is a common mutation in this area.
Find the --METAL TALL CRATE-- beside the right gun turret on the right side of
the room. It's beside a big steel crate.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Metal Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
== UNDERWATER FACILITY - CARGO BAY ==
Chris and Piers will meet up again in the Cargo Bay once Chris takes the
elevator up to the Cargo Bay. Both characters should focus on killing off the
remaining J'avo.
Open the door to the elevator by tapping the X/A button near the elevator
button on the left side of the door then walk over to the control panel on the
left side of the elevator and ride it down to the next floor after both
characters are on the elevator.
== CORRIDOR OUTSIDE THE COMMAND CENTER ==
The elevator will stop at a corridor on a lower floor. Walk over to the double
doors off to the left in the corridor then use the partner assist button to
open them.
== UNDERWATER FACILITY - COMMAND CENTER ==
Two J'avo will move through the back door of the room as Chris and Piers step
away from the door. More J'avo will eventually step through the door in the
back. Do not leave this room until J'avo stop running through the door. All
of them will most likely mutate into Glava-Smech mutations (pincher head) and
possibly a Ruka-Bedem (shield arm). Players might want to toss a flash grenade
while the J'avo are still human and melee kill them to prevent the Glava-Smech
mutations. The mutations occur instantly after a few bullets and then all of a
sudden, the characters will have several Glava-Smechs!
******************************** SERPENT EMBLEM *******************************
Campaign: Chris, Chapter 5 [SE18]
Location: Underwater Facility - Command Center
When Chris and Piers get on the elevator in the Cargo Bay and ride the elevator
down to the next floor, they will have to use the partner assist button to pry
open the double doors off to the side and then they will enter a Command Center
where several J'avo will attack and mutate into Glava-Smechs (pincher head)
often when hit. Fight them and kill them all off.
When all of them are killed, run back to the entrance double doors of the
Command Center and stand with your character's back to the doors. Aim and look
off to the right then look up to see this serpent emblem on the high wall to
the right. It's above the wall to the far right of the entrance door while
standing in front of the door. It's on the left side of a hole in the wall.
This is above a spawn point in the next corridor. Very tricky placement here.
*******************************************************************************
One way to stop the Glava-Smech mutations in the Command Center is to fire only
at the legs of J'avo. They will not mutate if a player only shoots them in the
legs. If you shoot them in the body or the head prepare to fight some Glava-
Smechs. Several J'avo will attack, so stay in the Command Center until they
stop. Break the --METAL TALL CRATE-- by the back wall near the next sliding
door before leaving.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Metal Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== UNDERWATER FACILITY - CORRIDOR OUTSIDE EXPERIMENT ROOM ==
Do not stay in the corridor and collect the surrounding items in the corridor
until after the J'avo in the room through the sliding door up ahead are killed.
The little asses will enter the corridor and shoot the characters with rockets.
Run over to the sliding door and step into the next room.
I'll go ahead and mention the items in this corridor just so I don't have to
retype the room name over again. There are two --METAL TALL CRATES-- on the
right wall while moving down the corridor. There is an item chest in the back
of the room that contains --40MM ACID ROUNDS-- and --40MM NITROGEN ROUNDS--.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 40MM Acid Rounds, [ ] 40MM Nitrogen Rounds
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Metal Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*********************************** TREASURE **********************************
Campaign: Chris, Chapter 5
Location: Underwater Facility - Corridor Outside Experiment Room
Contents: 40MM Acid Rounds, 40MM Nitrogen Rounds
Once Chris and Piers take the elevator to the floor below after exiting the
Cargo Bay, they will enter a Command Center and fight several J'avo that mutate
into Glava-Smechs (pincher head). In the next corridor after that room, this
chest will be down the corridor to the left of the sliding door that leads to
the Experiment Room. It will be near a few stacked crates.
*******************************************************************************
== UNDERWATER FACILITY - EXPERIMENT ROOM ==
The two Neo-Umbrella J'avo in this room have rocket launchers and they will be
in the back left portion of the room when Chris and Piers enter. Quickly slide
and take cover behind the chair closest to the door on your side. Toss a hand
grenade over to the other side of the room to knock them both down. One of
them might mutate into a Glava-Smech or Telo-Eksplozija. There is a --METAL
TALL CRATE-- to the left of the exit door in this room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Metal Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Reenter the corridor and grab the items there. Step back into the Experiment
Room and move through the sliding door on the other side.
== UNDERWATER FACILITY - CORRIDOR WITH ELEVATOR ==
Find the lever off the left then pull it with the X/A button to power the
elevator to the side. Walk over to the elevator button on the left side of the
elevator door then press the button. Step into the elevator once the elevator
door opens and use the X/A button to press the button on the right side of the
elevator once both characters are inside. The elevator will take Chris and
Piers to an even lower floor. Step out into the Pressurization Chamber once
the door opens.
== UNDERWATER FACILITY - PRESSURIZATION CHAMBER ==
All is silent in the Pressurization Chamber for the moment. Notice all the
levers beside the conveyor belts along the sides of the room. There are a
total of five levers around the bottom portion of the room. Take a look around
the room a bit.
Climb the ladder off to the left while stepping away from the elevator door
then break the two --METAL TALL CRATES-- on the catwalks above the room - there
is one right near the ladder and one on the opposite side.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Metal Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Walk over to the two levers on the opposite sides of the next door on the
bottom floor. Both characters need to use the partner assist button to pull
the levers on both sides of the door. The airlock for the room will start. It
will take two minutes for the pressure-lock corridor outside the door to
connect to the current room. It will also take another one minute and thirty
seconds to pressurize the current room once the pressure-lock corridor is
connected outside.
--> Objective: Hold off the enemy
Chris and Piers must fight off the J'avos in the surrounding chamber and
survive in the room for three minutes and thirty seconds until the door on the
bottom floor is safe to open. Neo-Umbrella J'avo will spawn from the
surrounding area and run over to a lever in between a set of conveyor belts
then pull the levers to release Chrysalids that will hatch into Napads and
Gnezdo. Each lever pull will make two Chrysalids move out of the conveyor belt
doors and hatch. Not only do the characters have to worry about Chrysalid
mutations, but the J'avo will also mutate into Ruka-SRP and Ruka-Bedem when
shot in the arms. Two Neo-Umbrella J'avo armed with sniper rifles will spawn
on the second floor catwalks and constantly fire at Chris and Piers. This room
can get very ugly if the Neo-Umbrella J'avo are allowed to pull several levers.
NOTE: The Neo-Umbrella J'avo with green eyes on their helmets are the ones that
will pull the levers in the room. The first J'avo that pulls a lever in the
cutscene is a red eye J'avo, but all the rest will have green eyes. They will
pull a lever unless interrupted. They come equipped with heavy machine guns.
The Neo-Umbrella J'avo with sniper rifles are really the worst part about this
room. They have great aim and will shoot players right after melees.
Literally, while performing a backhand with Chris, they keep the laser on him
then shoot him the moment he finishes. They can shoot through the catwalk
floors also. There's basically nowhere to get on the bottom floor in order to
keep them from shooting a player.
o The Quick Shot Method
The Quick Shot with a shotgun works well for damaging Neo-Umbrella J'avo in the
room and it can be used to shoot the J'avo with green eyes that try to run
toward levers to pull them. Instead of standing in one place, it's best to
stay on the move - circle the room. The main reason to circle the room is
because of the Neo-Umbrella J'avo with sniper rifles that remain on the high
catwalks. Try to keep melees to a minimum to avoid standing in place - this
allows the sniper rifle J'avo to shoot your character.
o The "Take Advantage of Enemy Stupidity" method
The Neo-Umbrella J'avo in this area are not bright to go the other way if both
characters constantly move to one side of the top catwalk then hop back down
the other side of the catwalk. Both sides have ladders. Players can climb to
the top catwalks and stay just long enough to kill off the sniper rifle J'avo
and allow the Napads to gather up top then fall back down to the bottom floor
and run around for a while until the sniper rifle J'avo become annoying again.
Climb back up at that time and kill the sniper rifle J'avo again then wait for
the Napads to gather once again then hop back down. This method will get a
player hit every now and then, but it works surprisingly well for surviving.
NOTE: Keep in mind that your character is NOT invincible while climbing a
ladder.
o Chrysalid Spawning Diagram
The following shows the exact Chrysalid lineup for each conveyor belt along
with a number that shows the order that the Neo-Umbrella J'avo will pull the
levers in. Using this diagram players can literally stand by a lever once
certain ones have been pulled then just yawn and shoot the little asses that
run toward the next lever. Keep in mind that the J'avo with helmets that have
green eyes will be the ones that will pull the lever. The J'avo will always
pull the levers in the sequence shown below.
_______________________________________________
/ \
/ 1 4 3 \
/ Napad Napad Napad Gnezdo Napad Napad \
/ \ \ \ \ | | | | / / / / \
| \ \ \ \ | | | | / / / / |
| \ \ \ \ | | | | / / / / |
| \___\!\___\ |___|!|___| /___/!/___/ |
| _______ |
| / \ |
| *J'avo Spawn Point | | ENTRANCE |
| (2F) \_______/ |
| ___ ___ ___ ___ |
| / /! / / \ \ !\ \ |
| / / / / \ \ \ \ |
| / / / / \ \ \ \ |
\ / / / / \ \ \ \ /
\ Gnezdo Napad Gnezdo Napad /
\ 5 EXIT 2 /
\_______________________________________________/
* J'avo Spawn Point (2F) = The spawn point for J'avo in the Pressurization
Chamber is to the left of the exit door on the top floor. Don't stand by the
spawn point, but keep it in mind. While waiting for a J'avo with green eyes to
appear, look up on the catwalks and look toward their spawn point.
o Extra Tips
- Napads are weak to nitrogen rounds. Hit them with a nitrogen round then
melee the frozen Napad. Two nitrogen rounds and two melees will shatter
them.
- Gnezdos are weak to acid rounds. Two shots with acid rounds will often
kill a Gnezdo.
- Blast the sniper rifle J'avo with explosive rounds from the bottom floor to
instantly kill them if needed.
Once pressurization of the chamber has been complete, run over to the exit door
and press the partner assist button near it to leave. If the enemies mount up
and the AI partner will not join your character, move up one of the ladders to
get on the overhead catwalks so the remaining enemies will move up after your
character then fall down the opposite ladder. This will make the enemies get
up on the catwalks and clear the bottom floor somewhat to make it easier to
leave. Stepping through the door will end this portion of the chapter.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
__________________________
____________________________________________________/ STAGE 5-2 -- LOWER LEVELS
-------------------------------------------------------------------------------
== LOWER LEVELS - LOWER LEVEL LIFT AREA ==
--> Objective: Escape with Sherry and Jake
This part of the chapter is another crossover segment with Jake Muller and
Sherry Birkin. Find the control panel along the side of the ledge of the
circular gap. The HAOS release simulation will trigger. Push the button on
the control panel with the X/A button to activate the two lifts on the sides of
the room.
Find the two --METAL TALL CRATES-- and two --WOODEN CRATES-- to the right of
the control panel then break them. Move over to one of the two lifts and
activate one of the levers with the partner assist button. You have a choice
as to which characters will pair while riding upwards. The choice will have an
impact on the conversations that will take place while riding to the top floor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Metal Tall Crate x 2, [ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* You have a choice of which pairs of characters will get on each lift. A
different conversation will take place depending on which characters are
together. You can have Sherry + Chris, Jake + Chris or Chris + Piers on one
lift while playing as Chris for instance. The conversation while moving up
the lifts will change depending on your choice.
NOTE: To change up the order of characters in single player, approach a
character that stands by a lever and try to use the lever with the partner
assist button and then that character will move out of the way and go to the
opposite lift.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
If Chris and Piers can kill more enemies than Jake and Sherry while riding
their lift upwards, the player will get a medal at the end of the chapter for
doing so.
.---------.
MEDAL: Killed more enemies than Jake and Sherry (1) | [ME157] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NOTE: The left lift is the easier side since the characters on that side won't
have to deal with rocket launcher J'avo in doorways along the sidewalls.
=-=-=-=-=-=-=-=-=-=-=-=-=-=- LEFT SIDE LIFT GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=
As the lift ascends, Neo-Umbrella J'avo will fall onto the lifts and attack in
groups of two. They can mutate into Noga-Let (winged J'avo) when shot in the
legs and Telo-Magla (poison moths) when shot in the body. There will be three
waves of two groups and then a sniper will start to fire from a doorway across
from the characters. Be sure to watch for the sniper laser! Find the Neo-
Umbrella J'avo with the rifle and blast him - he's in a doorway along the wall.
More Neo-Umbrella J'avo will fall onto the elevator and another J'avo with a
sniper rifle will be in a nearby door as the lift continues to move up. The
players on the other side will have to deal with J'avo in doorways that are
equipped with rocket launchers. They shouldn't be a problem for the left side
players though.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=- RIGHT SIDE LIFT GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-
Neo-Umbrella J'avo will fall in groups of two and attack on the right lift as
well, but they will start to fall a bit later than on the other side. Some of
the J'avo might mutate into Noga-Let when shot in the legs. After the first
few waves of Neo-Umbrella J'avo, a J'avo with a rocket launcher will be on a
doorway to the side of the lift. He will start out on the right while facing
the wall then the lift will move and he will be off to the left. Be sure to
shoot him quickly or he will highly damage a player with his rockets.
Be on the lookout for a laser that signifies a sniper rifle J'avo - it might
shoot from the other side of the room - left side. More Neo-Umbrella J'avo
will fall before too long. The lift will pass by a J'avo with a sniper rifle
and another rocket launcher J'avo in a doorway. They will both appear off to
the right while facing the wall. Be on the lookout for one more sniper rifle
J'avo in a doorway as the lift ascends.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
A cutscene will trigger once the lifts reach the top.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
__________________________
____________________________________________________/ STAGE 5-3 -- UPPER LEVELS
-------------------------------------------------------------------------------
== UPPER LEVELS - LIFT AREA ==
The huge cocoon in the facility has hatched and the B.O.W. inside is now pissed
at the world. This large B.O.W. is known as "Haos".
NOTE: This next part is basically a race to the top floor. Haos will chase
after Chris and Piers and destroy the walkways while the two characters run
ahead. If you want to survive, you do NOT make mistakes. If your character
slows down too much while running from a missed slide or a button press made
too late to climb, your character is dead. In single player, you need to
remain side by side with your AI partner most of the time. Hold the dash
button the entire time while moving ahead. Do not stop to reload while moving
ahead unless Haos blocks the way with his left arm and the characters are
forced to shoot him.
--> Objective: Escape from the B.O.W.
Obstacle Quick List:
o Turn around and climb the ladder
o Hop over the gap above the ladder
o Run and hop over the gap to reach the raised walkway
o Run up the walkway as it moves upwards
o Hop over the pipe cover on the walkway
o Climb up to the next portion of the walkway
o Use the partner assist button to help Piers get on the high ledge
o Use the partner assist button to help Chris climb up (from the high ledge)
o Fall off the opposite side of the high platform
o Shoot at Haos to make it raise its left arm to continue
o Hop over the pipe cover on the walkway
o Run up the walkway then slide under the pipe cover as the camera switches
o Climb to the higher platform
o Climb over the pipe cover
o Pull up to the next higher platform
o Run and climb up to the next higher platform
o Dash ahead for a while and then climb over the pipe cover
o Hop to the lower platform
o Leap across the gap to reach the next walkway then follow it up
o Climb over the pipe cover
o Pull up to the high platform past the pipe cover
o Use the partner assist button to help Piers get on the high ledge
o Use the partner assist button to help Chris climb up (from the high ledge)
o Leap off the other side of the walkway
o Shoot at Haos to make it raise its left arm to continue
o Use the partner assist button to help Piers get on the high ledge
o Rapidly tap the X/A button to maintain grip on the platform (Chris player)
o Dash ahead and climb up to the next higher platform
o Run inside the elevator off to the characters' right
Detailed Obstacle Walkthrough:
Chris and Piers will start out on the same ledge that they were on during the
last cutscene. When control is given to the player once again, turn around
immediately and move toward the big ladder then press the X/A button to grab a
hold of the ladder behind Chris and Piers and then start climbing. Haos will
destroy the platform at the bottom of the ladder then chase the characters up
the ladder while it climbs.
After pulling up to the platform, hop over the gap on the opposite side then
run directly ahead (toward the screen) and follow the walkway along the side of
the wall. Hop over the gap and run along the walkway as the walkway slants
upward. Haos will be slamming his hands into the walkway behind the
characters. Climb over the small pipe cover in the walkway then climb up to
the higher walkway after the hopping over the pipe cover - hold the dash button
and forward to keep moving ahead.
Chris and Piers will reach a high overhead platform. The Chris player needs to
use the partner assist button to boost Piers to the platform above him. Once
the Piers player gets up on top of the platform, the Piers player needs to move
back toward the ledge above Chris and use the partner assist button to give him
a hand to climb up. When both characters get up to the high platform, run to
the opposite end of the platform and fall off.
Haos will slam his left arm on the walkway up ahead and block the characters
from moving forward. He must be shot in the head or body to make him move his
arm out of the way. It only takes a few shots from a weak weapon such as a
handgun or machine gun. Haos only has one attack during this fight that he
will use over and over until he is damaged enough to make him raise his left
arm. Stay to the right to avoid his arm if he attacks.
------------------------------------------------------------------ BOSS ATTACKS
o Straight Punch - Haos holds back his right arm and then slams his fist
forward and hits the wall in front of him.
-------------------------------------------------------------------------------
Quickly, run to the opposite side of the walkway and hop over the pipe cover on
the walkway then continue to dash forward. The camera will stay in front of
the characters then it will switch to a behind view as the characters reach
another pipe cover along the walkway. A player must slide under this pipe
cover in order to get by it. The slide needs to be perfect - don't bump
against the pipe cover and do not stay on the ground and recover long
afterwards. Do not crawl. Crawl = death. This is literally the make or break
point of this running sequence.
Climb up to the higher platform up ahead then quickly climb over the pipe cover
on that platform and pull up to the next higher platform. Run ahead and pull
up to the next higher platform. Dash ahead and follow the walkway then climb
over the pipe cover along the walkway. Hop to the lower platform below then
hop across the gap and follow the next walkway further upwards. Hop over the
next pipe cover at the top of the walkway then climb to the high platform
above.
Chris and Piers will reach another high platform that requires Chris to boost
the Piers player up to it. As Piers, use the partner assist button to hop up
to it while Chris is in ready position then walk over to the ledge that Chris
is below and use the partner assist button to offer a hand to the big guy.
Leap off the other side of the platform to land on the next walkway below.
Haos will get even madder than mad and slam down his left arm again to block
the characters path. Aim at him with a weak weapon and blast him. After he
has taken enough damage, he will raise his left arm and let the characters
pass. Once more, Chris will have to boost Piers up to the high platform up
ahead. Use the partner assist button to help Piers leap up to the high ledge.
Haos will grab the platform that Chris is on and hold it up into the air. The
Chris player will have to rapidly tap the X/A button to keep Chris hanging on
the side of the platform here. The Piers player can only stand and watch.
Once Chris falls, move forward and climb up to the next higher platform. Run
inside the elevator off to the characters' right. The doors will close
automatically and the elevator will take the characters to a higher floor.
== UPPER LEVELS - B.O.W. TESTING CHAMBER ==
The elevator will take the characters up to a room filled with shallow water.
Water flows down the sides of the right wall. There is a large gap in the
middle of the room. Haos will pull itself through the hatch in the floor in
the middle of the room as the characters step deeper into the room. The floor
will seal and Haos will start to attack.
BOSS BATTLE
- - - - - -
--> Objective: Defeat the gigantic B.O.W.
H A O S =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
------------------------------------------------------------------ BOSS ATTACKS
o Arm Slide - Haos slams his right arm down into the water then drags his arm
to his left side. This attack has some insanely long range. It will
instantly knock a character to the ground and take a little over a block of
health.
o Arm Slam - Haos holds his right arm into the air then slams it into the water
in front of him. This looks much like his arm slide except he won't slide
his arm across the room. Haos will perform this attack from close range.
o Blood Vomit - Haos leans forward and pukes up blood into the water in front
of the creature. This will only hit a player while directly below his head.
It's a close range attack.
-------------------------------------------------------------------------------
Haos is a threatening boss from long range mainly. He can be a total beast if
Chris and Piers stay at long range. If you choose to fight this boss from long
range, you better get a LOOOOONG long range away from the creature. Haos' only
long range attack is his arm slide where he will slam his right arm into the
water and drag it across the room to his left. This attack has some insane
range and covers a wide area!
From close range, Haos is actually very limited. He only has an arm slam with
his right arm and a blood vomit attack. Both of these require him to hit the
characters much more precisely when compared to his room-filling arm slide.
It's really best to fight Haos from close range if your character has enough
ammo. Players can get behind the creature and Haos will have difficulty
turning to attack. He turns very slow and a character can unload on him from
his back. Haos must do a complete body turn with his long arms in order to
turn. His appendages or arms cannot hit a player when he turns also! He must
turn and then ready an attack if he chooses to attack, so all a character
basically has to do is circle him from close range and he can't do much!
Haos takes some major firepower to bring down during this battle however. The
main reason that you will want to move away from him is to find ammo in the
surrounding wooden crates. While breaking crates, BE SURE to move the camera
toward Haos to confirm that he is at an extreme long range. There are
altogether twelve --WOODEN CRATES-- along the sides of the circular room.
Circle the outer edges of the room to find them. Many of them are in groups of
two and there are two groups of three.
NOTE: Be sure to break all wooden crates and collect all items from them BEFORE
the battle is over. A player will start in a new area after this battle.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 12
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
To damage Haos during this battle, blast him in his head with a powerful
weapon. Whenever Haos is hit in the head with a high powered weapon, it will
grab its head in pain. The semi-auto sniper rifle or anti-materiel rifle from
long range can work well to damage him in the head but make sure your character
stays at an extreme distance from him to avoid his arm slide. Haos will fall
fast to explosive rounds aimed at any portion of his body also. From close
range, blast him with the shotgun in the head. It's really best to use the
explosive rounds here though. It only takes a little over ten explosive rounds
to any portion of the body to defeat Haos. Shotgun ammo and rifle ammo will
come in handy for a fight up ahead mainly for better accuracy. Acid rounds can
work just as well as explosive rounds for Haos also. It's good to save either
explosive or acid rounds for an upcoming fight though. Either one should work
well in that fight.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- - - - - - - -
END BOSS BATTLE
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
____________________________________
__________________________________________/ STAGE 5-4 -- EMERGENCY ESCAPE ROUTE
-------------------------------------------------------------------------------
== EMERGENCY ESCAPE ROUTE - EMERGENCY ESCAPE TUNNEL 1 ==
Alright, the escape pods are up ahead. Let's pretend that we didn't see that
disturbance in the water in the last room when Chris and Piers left the B.O.W.
Testing Chamber - it was most likely some goldfish in the water or something
like that.
Pick up the --40MM ACID ROUNDS-- and the --12-GAUGE SHELLS-- on the sides of
the floor in the corridor ahead. Run toward the first doorway up ahead.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 40MM Acid Rounds, [ ] 12-Gauge Shells
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Objective: Escape from the B.O.W.
Uh oh, that wasn't a goldfish in the water. It wasn't a Big Daddy from
Bioshock either. It's Haos once again! Haos grapples the top portion of the
tunnel that the characters are in from the watery area outside.
The tunnel will shake and throw the characters off balance. The bulkhead door
in the corridor ahead will start to lower. Move up the floor (now a ramp) and
tap the X/A button while crawling to quickly move up under the bulkhead door as
it closes.
As the characters get up in the next room, Haos will slam his left arm through
the left side of the wall of the tunnel ahead and water will start to flood
into the room. Quickly take out a gun and blast him in his arm. It only takes
a few shots from a handgun or machine gun to make him raise his arm into the
air. Once he raises his arm, quickly dash up under his arm and then slide up
under the closing bulkhead door down the corridor.
Haos will slam his hand into the side of the tunnel and break the glass on the
left side of the next portion of the tunnel. Quickly run ahead and slide up
under the next bulkhead door as it closes. While moving toward the closing
bulkhead door in the next corridor, Haos will punch through the left side of
the tunnel with his left hand and water will flow into the tunnel. Pfft,
amateur... Blast him in his hand to make him raise his hand then dash forward
and slide up under the next closing bulkhead door.
Quickly run to the closing bulkhead door of the next corridor and run up under
it. The corridor will shake and the floor will fall out from underneath Piers.
Chris will grab the closing bulkhead door and keep it open with his mighty
strength. The Chris player must tap the X/A button to keep the door from
closing and the Piers player must also tap the X/A button to climb up the
sloped floor and move up under the door.
******************************** SERPENT EMBLEM *******************************
Campaign: Chris, Chapter 5 [SE19]
Location: Emergency Escape Route - Emergency Escape Tunnel 1
After the first fight with Haos, Chris and Piers will enter a tunnel where they
must run forward and slide under bulkhead doors to reach the other side.
Before reaching the final compartment, the floor will fall out from below Piers
and he will have to hang on to the side of the floor and climb up while Chris
holds the bulkhead door open.
After pulling up to the next portion of the corridor, look off to the left
portion of the corridor then look down. There is a serpent emblem lying in the
middle of the two pipes near the bulkhead door that just closed behind the
characters.
*******************************************************************************
Use the partner assist button to pry the doors open at the end of the corridor.
== EMERGENCY ESCAPE ROUTE - EMERGENCY ESCAPE TUNNEL 2 ==
--> Objective: Escape from the B.O.W.
Haos can be seen outside the window of the corridor directly ahead. He will
slam into the side of the corridor wall and shake the tunnel. Run to the left
and slide up under the closing bulkhead door.
The camera will change to a frontal view of Chris and Piers as Haos bust
through the wall in the back of the corridor and starts to crawl after them.
Water will be gushing into the corridor behind him. Hold the X/A button and
dash forward. Chris and Piers will run through a few doorways with closing
bulkhead doors but Haos will slam right through them shortly after they close.
A cutscene will trigger eventually.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
____________________________________
__________________________________________/ STAGE 5-5 -- EMERGENCY ESCAPE ROUTE
-------------------------------------------------------------------------------
== EMERGENCY ESCAPE ROUTE - LOADING BAY ==
--> Defeat the gigantic B.O.W.
The Piers player needs to crawl toward the red syringe on the floor while Haos
holds the Chris player. Hold toward the red syringe with the left thumbstick
to crawl toward it with Piers. Press the Square/X button when near the syringe
then prepare to press the R1/RT button afterwards. The Chris player cannot do
anything during this sequence. If the Piers player doesn't hurry up and move
toward the syringe, the Chris player will get squashed by Haos.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* The Piers player can respond to the Chris player while crawling toward the
syringe. Hold down the partner assist button and tap up or down on the
directional pad to respond like normally.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
When the Piers player takes control of Piers again, the controls for him will
change a bit. He now basically has an infinite weapon in his right arm. The
controls for using him now are listed below.
.------------------------------------------------------------.
| Piers Controls |
|============================================================|
| L1/LT | Ready weapon |
| L1 then tap R1/LT then tap RT | Fire shot (can be charged) |
| R1/RT | Weak kick |
'------------------------------------------------------------'
Face Haos and hold the L1/LT button to aim at him then press the R1/RT button
to fire at Haos to trigger a cutscene.
--> Objective: Escape the underwater facility
Haos will form a Chrysalid shell after the cutscene. This is a great time to
get familiar with Piers' new attack methods. He can aim his right arm with the
L1/LT button much like a gun weapon. While holding the aim button, tap or hold
R1/RT to fire a single shot of electricity or charge electricity then fire it
forward to unleash an electrical storm. Piers can also perform a weak kick
with the R1/RT button while standing normally. A player can still roll to the
right or left or forward or backward with Piers.
All of Piers' attacks will now take health away from his life gauge. The
health will slowly return - no matter how many blocks of health Piers loses,
the blocks will always recharge. His combat gauge will remain red. He cannot
dash and he cannot melee anymore (besides the weak kick). His stamina is
completely gone.
Look around the sides of the room to find a total of four --METAL TALL CRATES--
and three --WOODEN CRATES--. They are located on each side of the room to the
right and left of the exit door. Two of the tall crates are to the far right
of Haos' Chrysalid while facing him.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Metal Tall Crate x 4, [ ] Wooden Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NOTE: It may be a good idea to leave the breakable objects in this room until
the boss fight in the room starts. The breakable objects will have a greater
possibility of spawning ammo if a player actually needs ammo during the battle,
and they will most likely only spawn skill points if the player doesn't need
ammo before the battle. The crates will not respawn during the boss battle
ahead.
The alarm will go off as Chris and Piers step toward the door in the back of
the room. The door is sealed because of the pressure abnormality in the room.
Pressure must be restored to a normal level in order to open the door in the
back of the room. Press the X/A button while standing in front of the control
panel to the right of the door. Depressurization will be initialized once the
button on the control panel is pressed.
--> Objective: Defeat the gigantic B.O.W.
Haos will break out of his Chrysalid once the depressurization sequence has
started. This next battle with Haos is the toughest battle yet, but it's not
as bad if you're reading your favorite Chris player's RE6 guide, like you are
right now! No matter what strategies I give you, this next battle can be hard
with Chris if you are running low on ammo. Piers will be your main savior if
so. An AI Piers can nearly win this next battle for a Chris player if you
allow him to. This is also the last battle with Haos. This is also the final
battle in Chris' scenario, so don't hold back!
BOSS BATTLE
- - - - - -
H A O S =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
------------------------------------------------------------------ BOSS ATTACKS
o Chrysalid Egg - Haos looks toward an area then spits Chrysalid liquid
toward that location. The Chrysalid liquid hardens and forms an egg
shape then explodes in a few seconds. He will spit these on the ceiling and
on the floor. The egg's explosion can hit a character within its radius.
These can be detonated earlier by shooting them but the explosion is still
harmful. If Haos' spit hits your character it will stagger the character for
a few seconds. He will only perform this attack while on a crate. The eggs
can leave behind items when they explode.
o Arm Slam - Haos holds up one of his front arms and slams it into the floor.
This will knock a character down. He can do this several times in a row to
hit your character as the character tries to get up. To avoid this, (while
on the ground after one slam) hold L1/LT while on the ground then quickly
push and hold to the right or left with the left thumbstick to roll away from
his arm.
o Jumping Arm Slam - While up on a crate, Haos falls toward the character and
slams his arms into the floor. Both arms can hit your character. Never
stand directly below him for too long while he is on a crate to avoid this
attack.
o Arm Swipe - Haos moves forward and slaps his arm to the side. This has some
wide range around Haos' front side. He can do this with both arms!
o Tentacle Spread - Haos slams his right arm into the floor and tentacles move
out of his arm. The tentacles eventually shoot out and cover a good bit of
the area in front of him. This attack has some long range to it. Get very
far away or hide behind a crate to avoid it.
o Tentacle Grab - Haos slams his right arm into the floor and tentacles move
out of his arm then head right toward your character and grab the character
then bring him to Haos. When he tentacles grab your character, get up
immediately then run away from Haos (toward the screen) to avoid his double
arm grab that he will do afterwards. Rolling to the side will dodge his arm
slam that he will sometimes do after this move. The tentacle grab can be
dodged by stepping to the side. This has no tentacle charge animation like
the tentacle spread does - it's just an instant shot of tentacles to grab.
o Double Arm Grab - Haos holds both of his arms back then reaches forward and
grabs a character. This grab cannot be escaped with QTE struggling. The
partner must free the grabbed player with the partner assist button while
standing next to Haos or by shooting Haos to make him drop the character.
This will kill a player by crushing the character if the grab is not broken.
o Body Explosion - After both of Haos' back organs have been damaged, his lower
body will explode. This can hit a character, so stay away from him while he
prepares to form a Chrysalid shell.
-------------------------------------------------------------------------------
Haos has a huge range of attacks during this battle. He has an attack for just
about every range. Staying close to him this time is a very bad idea. The
large crates that are spread around the room will come in handy during this
fight for cover areas. Haos will leap on top of the surrounding crates and
spit liquid toward the floor or the ceiling. The liquid will form a Chrysalid
egg and then explode seconds later. These can be shot, but either way, the
explosion will damage your character. The eggs can leave behind items once
they explode, so watch for them!
Look over the attack list for Haos. He is quite a pistol from close range now.
He will slam his arms into the ground and literally trample a character.
Whenever he manages to get a character on the ground, quickly hold the L1/LT
button to aim then press hard in one direction to roll out of the way of the
rest of his attacks. Rolling to dodge his other attacks in this battle can be
important as well. It's best to stay away from Haos and watch his attacks very
closely.
His most dangerous attacks are when he slams the floor and makes tentacles rise
up from the floor. These tentacles will either move toward your character
instantly and pull your character toward him or they will stand in place for a
few seconds then suddenly strike out in several directions. Get behind a crate
or get really far back when the tentacles spread out in several directions.
When he pulls you toward him with a tentacle, immediately get up and run toward
the screen since he will likely perform his double arm grab then. This grab
cannot be escaped unless a partner uses the partner assist button while next to
Haos or the partner blasts him with a weapon. The full unbroken grab will
instantly kill a player. While in single player, spam the partner assist
button when grabbed so that the AI partner will damage Haos and free your
character. He will sometimes perform his arm slam after a tentacle grab though
- a player will have roll to the side to avoid this.
Haos' weak points have changed for this battle. His major weak points are now
the two glowing organ sacks on the sides of his back. They glow an orange
color. They almost look like a Lost Planet heat source on an Akrid. Shoot him
in the organ sacks with a weapon that can be aimed with precision. The semi-
auto sniper rifle works well and just about any other weapon can help for
damaging him also. Explosive rounds can work well, but they often hit too big
of an area on the creature to be useful when aiming at such a small area.
Haos can be stunned by shooting him in his head. Shooting him in his head is
really the best way to make him stand still in order to shoot his organ sacks
on his back. A few shots to the head with most weapons will stun him in place.
At that time, a player can get right next to either side of the creature and
blast his back organs on each side. Hitting him in the head with Chris can be
a major problem at times with how much he moves around. A few grenade rounds
to the head with acid or explosive will stun him quickly usually. The assault
shotgun can work well also. It's often best to let Piers stun Haos most of the
time. The AI Piers in single player will eventually stun him and shoot off his
organ sacks if you allow him to.
NOTE: Sometimes flash grenades will instantly stun Haos. I can't get this to
work all the time though. The flashbang will instantly stun him sometimes and
not even affect him other times.
Once both of the organs on his back side have been destroyed, his body will
separate. His bottom half will fall off and explode - the explosion can hit a
player, so stay back! Haos will form a Chrysalid shell to restore his body.
Do not let him restore himself! Bear down on him with any type of heavy
firepower. It takes a lot of firepower with Chris to break him - around five
explosive rounds, etc. A charged electric storm blast from Piers will
instantly destroy the Chrysalid also. Blast the Chrysalid until it shatters.
An injured Haos will fall out of the shell. Approach him at that time with
either character to get a melee button prompt while standing near him. Press
the R1/RT button at that time to stab the creature in his chest organ. Chris
will use his combat knife and Piers will use his right arm to stab Haos.
Haos will climb on top of a crate and form a Chrysalid then regenerate his
lower half when he breaks out of the shell seconds later. A player can't
destroy the Chrysalid while Haos is up on a crate. Repeat the pattern of
destroying his side organs three times and stabbing him three times. Haos is
not a hard boss once his means of attack are recognized and once his stun
method and true weaknesses are understood. His sudden attacks are the hardest
part about fighting him. He will literally lash out at a player like a crazed
RE fanboy that wants a return to old school fixed angles in the next RE game.
He really can get that violent.
-------------------------------------------------------- FIGHTING HAOS AS PIERS
Piers has a great advantage over Chris for this battle, so a Piers player can
become the savior of the battle for a Chris player that is in need of ammo
mainly because... Piers does not need ammo! Piers uses his health as his ammo.
It's really best to fire at Haos with single shots most of the time. Hold the
L1/LT button then tap the R1/RT button. This is a much more precise shot than
the charged electric storm. The electric storm is very damaging, but aiming it
is quite hard. Only use the electric storm to instantly destroy Haos'
Chrysalid.
Aim at Haos' head and try to stun him in place with enough electric shots to
his head. When he is stunned, both players can move to the side of him then
blast his organ sacks. Continue to blast Haos in the side organs with a single
shot. The electric storm shot fires too randomly for pinpoint aiming even from
close range. Be sure to watch Piers' health since each shot will drain his
health bar. It will constantly recharge, but don't overdo it with attacks.
Take breaks and move to the side when Piers only has a few blocks of health to
allow Piers' health to recharge.
-------------------------------------------------------------------------------
NOTE: When playing as Chris with an AI Piers partner, if your Chris is running
low on ammo, just run from Haos and allow Piers to damage him. You NEED to
have ammo to bust Haos' Chrysalid shell though. The Piers AI partner will not
bust the Chrysalid shell for a player.
After stabbing Haos in his chest organ three times, Haos will knock Chris to
the side and attack Piers.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- PIERS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Piers will stab the creature in the chest organ with his right arm. The Piers
player will have to tap the X/A button at that time to shock Haos. The Piers
player will need to go through three QTE button tappings to hold Haos in place.
NOTE: The Piers player really should fail the QTE sequence above at least once.
The death animation is so sudden and hilarious. SPLAT!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- CHRIS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Chris player will be in dying status once knocked back. Use the left
thumbstick to crawl toward Haos while Piers shocks the creature then press the
partner assist button when the prompt appears in order to stab Haos in his
chest organ. Rotate the left thumbstick to make Chris twist the knife and gut
Haos' chest organ.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- - - - - - - -
END BOSS BATTLE
== EMERGENCY ESCAPE ROUTE - LOADING BAY (AFTERMATH) ==
--> Objective: Escape from the underwater facility
Guess what? Depressurization is complete! It only took the time it takes to
knock out a gigantic B.O.W. to depressurize the whole room. Who knew?
A --GREEN HERB-- has spawned to the left of the back door. The developers
don't want a Chris player to hobble through the next area without any stamina
it seems.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
One of the players needs to approach the door with the valve handle in the back
of the room. Press the X/A button while standing in front of the door then
rotate the left thumbstick to rotate the valve handle. Use the partner assist
button to open the door.
== ESCAPE CORRIDOR ==
The facility can no longer handle the outside water pressure. The place is
about to cave in! It's time to haul ass out of here!
This part is timed. The platforms will collapse shortly after Chris and Piers
step across them. Dash ahead and leap over the first two gaps. The Piers
player must stand in front of each of the hardened Chrysalid walls up ahead and
perform a charged electrical storm shot directly toward them in order to
shatter them. Hold the L1/LT button then hold the R1/RT button to charge a
shot while aiming toward one then let go to destroy each of the Chrysalid
walls. Be sure that you charge the button for a little while to ensure that
each Chrysalid wall is destroyed. Don't just hold the button and let go - the
button must be charged more than one second.
NOTE: In single player, while playing as Chris, the AI Piers partner will
destroy the walls for Chris. The AI Piers sometimes lags behind and dies
randomly at times - he will actually miss a Chrysalid wall with his electric
storm sometimes. What the hell?
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- CHRIS GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Chris player cannot do much here except run along with Piers. He can't
damage the Chrysalid walls and fighting off the Napads isn't too helpful. If
Chris has flash grenades, nitrogen rounds or acid rounds then stun the Napads
with the grenades if they ever try to attack. Make sure that the firepower
doesn't interrupt Piers however. Every second counts during this part. It's
often best not to attack at all during this part while playing as Chris.
NOTE: Keep in mind that Piers CANNOT dash or slide during this part. He will
be slower than Chris, so don't constantly move toward a wall and activate a
Chrysalid hatching right away - wait for Piers to catch up to you. Don't ever
run off and leave him!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The first wall has two Chrysalids near it. Napads will hatch out of the
Chrysalids as the characters move toward the Chrysalid wall. Don't pay
attention to the Napads, just concentrate on destroying the wall as Piers.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* The portion of the bridge directly in front of the first Chrysalid wall along
the Escape Corridor bridge will not fall until the first Chrysalid wall is
destroyed. Only this portion of the bridge is not timed. Players can fight
off the two Napads that spawn from Chrysalid shells on that portion of the
bridge and collect their --1500 SKILL POINT-- drops after defeating them.
With Piers, the main reason to kill the Napads is to get credit for kills
with Piers' mutated arm. There is a title called "I Got Hand" that requires
a player to get 100 kills with Piers mutated arm. You can at least get 10
kills for the 1-star ranking for that title by killing the two Napads and
dying then continuing and killing them again. Keep repeating this to build
up kills toward the title. So long as this area is completed after the kills
are made, the kills with Piers' mutated arm will all count toward that title.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Run ahead and crawl up under the pipe along the walkway. A Chrysalid will
start to hatch into a Napad before getting to the second Chrysalid wall then
another Chrysalid will hatch right in front of the Chrysalid wall. Don't worry
about the Napads. Focus on destroying the wall with Pier's electrical storm.
Move along the next walkway then hop over the gap in the walkway. Climb over
the pipe up ahead. Two Chrysalids will hatch along the way. Destroy the third
Chrysalid wall with Piers electrical storm.
******************************** SERPENT EMBLEM *******************************
Campaign: Chris, Chapter 5 [SE20]
Location: Emergency Escape Route - Escape Corridor
After defeating Haos for the final time, Chris and Piers will enter a corridor
where Piers must knock down three hardened Chrysalid walls with his right arm
in order to destroy them and get to the other side.
While standing in front of the third hardened Chrysalid wall, step away from it
a bit and look off to the right. There is a serpent emblem on the long light
along the back wall. Both players can hit this, but it's harder to hit with
Piers since it's harder to aim precisely with him and he also has to destroy
the third wall AND hit the emblem. It can be done though! I shot it with
Piers while writing this description!
*******************************************************************************
Run toward the exit door to trigger some cutscenes that will end Chris'
campaign!
- - - - -
T H E
E N D
- - - - -
The full ending will play after the credits roll. Press the Select/Back button
to skip the credits and go straight to the ending if you want.
A player will unlock the "Steel Beast" stage for The Mercenaries mode after
finishing Chris' scenario for the first time. If this is your first scenario
to finish, Agent Hunt mode will be unlocked as well. Players will unlock
"Ada's campaign" if this is the last of three campaigns that is completed.
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
\_____________________________________________________________________________/
/ __ _ __ _ \
\ \ __ _ | | __ ___ \_________________// _\| |__ ___ _ __ _ __ _ _
\ \ / _` || |/ // _ \/ JAKE CAMPAIGN \\ \ | '_ \ / _ \| '__|| '__|| | | |
/\_/ /| (_| || <| __/\_________________/_\ \| | | || __/| | | | | |_| |
\___/ \__,_||_|\_\\___|/ \\__/|_| |_| \___||_| |_| \__, |
\________________________________________________________________________|___//
/ \
-- RANKING REQUIREMENTS JAKE, CHAPTER 1
.-----------------------------------------------------------------------------.
| RANK | ACCURACY | DEATHS | CLEAR TIME | ENEMIES ROUTED |
|=============================================================================|
| A | 70% or more | 2 or less | 60 minutes or less | 40 enemies or more |
| B | 60% | 5 | 85 minutes | 30 enemies |
| C | 50% | 7 | 105 minutes | 20 enemies |
| D | 49% or less | 8 or more | 106 minutes or more | 19 enemies or less |
'-----------------------------------------------------------------------------'
.--------------------------------------------------------------.
| POINTS RECEIVED PER RANK |
|==============================================================|
| RANK | A | B | C | D |
| POINT AMOUNT | 25 points | 20 points | 15 points | 10 points |
'--------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| TOTAL RANK POINTS FOR FINAL SCORE |
|=============================================================================|
| RANK | S | A | B | C | D | E |
| TOTAL POINTS | 100 pts | 90 pts | 75 pts | 55 pts | 45 pts | 44 pts or less |
'-----------------------------------------------------------------------------'
[JM01]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
C H A P T E R 1 - L E T 'S M A K E A D E A L
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
December 24, 2012
Edonia, Eastern Europe
_______________________
_______________________________________________________/ STAGE 1-1 -- THE SEWER
-------------------------------------------------------------------------------
== THE SEWER - SEWER TUNNEL ==
--> Objective: Leave the battlefield
Jake and Sherry start out in a sewer tunnel after escaping the J'avo group from
the previous cutscene. A war between the BSAA and J'avo surrounds them and
they must escape this deadly battlefield.
Jake starts with the following items/weapons in his inventory:
o Nine-Oh-Nine (handgun)
o Bare Hands
o Herb Pill x 5
Sherry starts with the following items/weapons in her inventory:
o Triple Shot (handgun)
o Stun Rod
o Herb Pill x 5
Jake starts out with a Nine-Oh-Nine Handgun, and a few healing tablets. Jake
can switch to his bare hands to fight unlike other Resident Evil characters.
Sherry starts out with the Triple Shot handgun that has single fire and 3-shot
burst fire features. She also has a stun rod for a melee weapon.
Run through the sewer water then move up the stairs. There is a red ladder at
the end of the walkway at the top of the stairs. Climb the ladder then move
down the corridor off to the right. The top corridor has another ladder at the
end, so climb it as well.
== THE SEWER - WRECKED BUILDING ==
There is a war going on outside the barred windows up ahead. Fans are outraged
because Capcom won't give them that RE2 remake that they have so long desired,
so they rebelled against their favorite company... No, not really. It's
actually J'avo and BSAA soldiers outside.
J'avo and BSAA soldiers will fight as Jake and Sherry follow the corridor up
ahead. A BSAA soldier will be knocked through one of the windows slightly and
some sort of mutated J'avo will drag him back through the window. Run to the
end of the corridor and open the door.
NOTE: Players can't interact with what is going on outside the windows. Trying
to shoot the J'avo or soldiers does nothing.
== THE SEWER - BATTLEFIELD PATH 1 ==
A BSAA helicopter will begin to open fire on a J'avo shortly after Jake and
Sherry step outside. The BSAA helicopter will fire toward Jake and Sherry as
well, so be sure to take cover behind the wall to the right until it leaves.
Follow the path ahead then make a left. The helicopter will fire a bit more
down to your area, but it will stop. Follow the path and step inside the small
building at the end.
******************************** SERPENT EMBLEM *******************************
Campaign: Jake, Chapter 1 [SE21]
Location: The Sewer - Battlefield Path 1
Once Jake and Sherry first step outside in the first chapter, they will be shot
at by a BSAA helicopter. Move along the path with the dead J'avo with the red
shirt up ahead then make a left at the end of the path. While approaching the
building at the end of the path, look above the door up ahead to see this
serpent emblem resting above the doorway.
*******************************************************************************
== THE SEWER - SMALL BUILDING ==
J'avo are fighting BSAA through the doorway on the other side of the building.
Walk toward the doorway and prepare to step out into the midst of the combat.
== THE SEWER - BATTLEFIELD PATH 2 ==
It really doesn't matter if Jake and Sherry fights the three J'avo outside the
building or not. The J'avo will not fight back since they are busy firing at
the BSAA helicopter. They are easily dealt with, but keep in mind that the
BSAA helicopter will start firing at Jake and Sherry after the J'avo have all
been killed. Why is Jake such a celebrity at once? Damn... must be that Slim
Shady look.
Step into the building off to the side and hop through the window on the
opposite end. A J'avo with a rocket launcher will run by the window. I
betcha' he's gonna'... Yeah, as both characters exit the building and move down
the path to the right, the J'avo will open fire on the helicopter up above.
It's really best to just ignore the J'avo and drop from the small ledge beside
him. Be careful about moving too fast since the helicopter will fire a missile
to kill the J'avo.
NOTE: If you're quick enough, you can run directly toward the window that the
rocket launcher J'avo runs by and get a stealth melee prompt to grab him
through the window and kill him instantly. Players have to move toward the
window immediately after entering as the J'avo runs by it to get the stealth
melee button prompt.
After dropping, some J'avo will attack from off to the left. It's really best
not to fight them too much. Players will mainly want to just run by them and
move up the hill to the left then step into the building. Staying outside in
this area too long is suicide since the helicopters will start to fire missiles
at Jake and Sherry. Oh, and those missiles take off three blocks of health per
blast... so get your ass in that building. Now.
== THE SEWER - NEAR THE BUILDING ==
The helicopter will open fire on the characters as they enter the building and
the first character that enters the building will fall into the bottom floor
room of the building. The players will be split up for a few seconds after the
small cutscene.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- TOP PLAYER -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The top player will have to move through the building and then run down the
stairs outside. The bottom player should be coming up the stairs to the side
on the other end of the building soon.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOTTOM PLAYER -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
There is some trusty --9MM AMMO-- on the chair to the left in the bottom room.
Hop through the window up ahead to step back outside.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Move to the left and beware the missiles from the helicopter. Climb the stairs
to the left to reunite with your partner.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
A J'avo will attack outside. Kill him off quick then run along the path to the
right (across from the building). Fall off the ledge up ahead then open the
barred door.
== THE SEWER - SHACK ==
Well, enough about all this C-virus and saving the world stuff, let's get to
breaking those two --TALL CRATES-- over to the side. Yeah, get used to it,
because you got a whole bunch more of those suckers to plant your foot into
before we reach the end of this journey! Move out the next doorway.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== THE SEWER - MOUNTAIN PATH ==
Take the --GREEN HERB-- from the wooden walkway along the side of the building.
Follow the wooden walkway as it stretches along the side of the mountain. Your
attention will be called toward some J'avo guards up ahead. They are
patrolling the area and will likely notice your little bandwagon in just a few
seconds.
NOTE: Players can fall off the sides of the ledges in this area - when your
first step out to the wooden walkway and along the bridge at the end of the
area. Prepare to shake the left analog to pull yourself back up.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Players can use stealth to get through this area. Try to stay behind walls and
out of sight then sneak up on each J'avo from behind to get a melee prompt
while standing behind it to initiate a stealth kill. The J'avo must not wear
contacts or glasses since they can't see players too well even from mid-range
in some cases.
NOTE: The J'avo in this area will mutate into Noga-Lets at times if they're
legs are damaged. These flying J'avo can be killed by shooting they're J'avo
body or head (bottom portion of creature).
Move along the wooden walkway and stealth kill or just blast the hell out of
the J'avo then make your way over to the building. Only Jake can use the pole
to swing across the gap on the other side of the building. The Sherry player
will have to fall down the ladder in the building to the side.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- JAKE GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Stand near the ledge with the pole above it near the building and use the
button prompt command to make Jake jump toward the pole and swing across.
Break open the two --TALL CRATES-- off to the left after landing. Sherry will
call Jake's attention toward a broken ladder below Jake. The ladder is right
past the fence off to the right. Just move near the side of the ledge to the
right to get the partner command button prompt to pull Sherry up.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SHERRY GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Sherry needs to fall down the ladder in the building. Run along the walkway
outside the building and defeat the J'avo that will attack. Sherry will need
to wait by the broken ladder at the end of the path. The Jake player will have
to pull Sherry up to the floor above.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
******************************** SERPENT EMBLEM *******************************
Campaign: Jake, Chapter 1 [SE22]
Location: The Sewers - Mountain Path
Jake and Sherry will reach an area along the side of the mountain where J'avo
patrol. They can stealth kill the J'avo or fight as they move toward the
building. The Jake player will have to swing across a pole to get over a gap
and then offer Sherry a hand as she waits near the broken ladder below him.
While on the opposite side of the gap, find the steel tower to the right of the
ladder past the fence up ahead then look on top of that tower to see this
serpent emblem.
*******************************************************************************
One player needs to hop across the gap and land on the walkway past the fence.
The walkway will sink as the first player jumps to it, and it will fall
eventually, so hurry up and climb up to the platform below the ladder ahead.
Climb up the ladder then follow the path to the left as it heads back toward
the ladder that Sherry is near. Use the X/A button prompt command at the end
of the path to kick down the ladder for the other player.
Fall back down the ladder then move across the bridge to the side. The first
character that moves ahead will fall off the bridge, so prepare to shake the
left thumbstick to make the character pull back up. Kick open the door across
the bridge.
== THE SEWER - MOUNTAIN PATH NEAR BRIDGE ==
Jake and Sherry will look off toward the bridge below the mountain. The BSAA
are fighting J'avo below. If you've been through Chris' campaign, then you
already know what is taking place down there. Anyway, Jake and Sherry don't
care... I mean, they can't help, so let's continue!
Take cover behind the sandbags up ahead since some J'avo will fire at the
characters from behind the wooden wall up ahead. Be careful since they will
sometimes toss grenades. There are four J'avo up ahead altogether. One will
hop over the wall and run toward the sandbags, two will fire from behind the
wooden wall and one J'avo with a gatling gun will fire from the top of the
building in the background. Blast them from a distance then hop over the
wooden wall when the coast is clear.
The Jake player should give Sherry a boost at the broken ladder.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- JAKE GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Once Sherry kicks down the pole from the floor above, Jake will need to swing
across the pole above the gap to the right. The walkway will start to sink as
Jake lands on the other side of the gap. Quickly move forward and pull up to
the wooden path that stretches along the side of the mountain.
A BSAA helicopter will see Jake and start to fire at him. It's time to run!
Hold down the X/A button then dash forward and leap across the gaps in the
wooden walkway up ahead. The camera will shift to a back view of Jake. Just
hold the dash button and move forward.
The first walkway that Jake leaps to will sink downward. Hurry to the end and
pull up to the portion that didn't fall. Dash ahead and jump to the next
walkway. Yet again, the walkway will slant downward as Jake runs. Run up the
walkway then climb up to the portion that is still hanging then leap across the
next gap. The next walkway will start to fall and Jake will grab onto the side
of it. Shake the left thumbstick to help Jake pull himself up. A J'avo will
blast the BSAA helicopter from the building up ahead and move back out of
sight.
Move up the stairs and jump toward the pole that hangs over the gap to the left
then swing across the gap. The Sherry player will exit from the stair area to
the left. She should... or else she got lost along the way or something.
NOTE: The Jake player can move up the stairs and go back the way that Sherry
came from. There is a tall crate in the area with the burning oil drum that
can be broken for an extra pickup.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SHERRY GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
There might be a J'avo up on the walkway as soon as Sherry leaps up to it. The
Sherry player needs to move over to the right after Jake tosses her to the
floor above then kick down the pole so Jake can swing across the gap in the
bridge to the side. The camera will move toward the pole to show it in view -
get near it for a button prompt command.
Move around the fence to the left and enter the tunnel up ahead. A few J'avo
will attack Sherry in this tunnel. They will spawn out of the hole in the
ceiling with the burning oil drum. Once Sherry reaches the area with the
burning oil drum, kick open the --TALL CRATE-- against the wall off to the
left. Sherry will have to move down a set of winding corridors then she will
eventually reach some stairs. Move down the stairs at the end of the tunnel
and the Jake player should be comin' round the mountain pretty soon.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Once the lovely pair reunite, move toward the door up ahead then open it.
NOTE: The J'avo with the rocket launcher that shot down the BSAA helicopter is
still on the rooftop and he can fire rockets at the characters. He can be
killed or you can just run on ahead and leave him. He shouldn't be a threat
unless the characters stick around the area for too long. If you hear an
explosion, I guess you overstayed your welcome!
== THE SEWER - CORRIDOR AREA ==
Oh man, this area can get crazy if you stand still and fight the J'avo. Both
players can lose a lot of health by fighting in this area. As soon as both
characters kick through the door, a J'avo will dash out of the doorway on the
high ledge directly ahead then get behind the gatling gun turret and start to
fire at Jake and Sherry. Run toward him then dash down the corridor to the
left.
J'avo will start to exit the overhead passage up ahead and fall down the ledge.
Keep running and turn to the right then move along the path with the fence to
the left. Egads! More J'avo will attack from the ledge at the end of the next
path and one will be below the ledge. Run ahead and to the left. Duck into
the next corridor to the right then open the big door at the end to leave the
area. A cutscene will trigger that will end this portion of the chapter.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
___________________________
___________________________________________________/ STAGE 1-2 -- WATER CHANNEL
-------------------------------------------------------------------------------
== WATER CHANNEL - WATERWAY ==
--> Objective: Run from Ustanak
Both Jake and Sherry will start out with the camera facing them while Ustanak
rampages toward them from behind. Get ready to run like Nathan Drake! Long
story short, hold down the X/A button and hold down on the left thumbstick
(toward the screen) and haul ass. As long as you keep holding the X/A button
your character will leap over the fallen debris up ahead.
NOTE: Players really have to move fast at the beginning of this chase sequence.
If your character stumbles much, Ustanak will kill that character.
Eventually a cutscene will play. When the view changes to show the back of
Jake and Sherry after the cutscene, run forward! Keep running and leap off the
building. The Sherry player will hit a portion of the wooden walkway then the
walkway will fall out from under her and she will grab onto a pole below the
building. The Jake player will land on the wooden walkway below. The Jake
player should continue to run and prepare to press the O/B button so that Jake
will jump and grab Sherry then fall into the warehouse via the window below.
== WATER CHANNEL - WAREHOUSE HALLWAY ==
--> Objective: Escape from the warehouse
There isn't a reason to waste any bullets on Ustanak as he looks through the
window. He will give up the chase and leave eventually. The objective marker
says to move down the hall. I say that we enter the restroom for now though.
== WATER CHANNEL - MEN'S RESTROOM ==
There is a J'avo in one of the stalls, so be ready to kill him when he rushes
out from the right side of the room. Grab the --GREEN HERB-- in the back of
the restroom. There is a wooden crate that can be broken in the outside
hallway as well.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green) x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Have Jake boost Sherry up to the floor above in the very back portion of the
restroom - there is a hole in the ceiling. Both players should stand next to
the hole in the ceiling and press the O/B button when the partner action
command appears.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
When Sherry gets boosted up to the hidden storage room above the bathroom area,
the player will gain a medal at the end of the chapter. You do not need to
play as Sherry in order to receive this medal.
.---------.
MEDAL: Discovered the hidden storage room | [ME158] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SHERRY GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Sherry can collect a --RED HERB-- and bust open two wooden crates in the room
above. There is also a treasure worth --2,000 SKILL POINTS-- in the chest and
a serpent emblem to Sherry's back - read below.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Red) x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*********************************** TREASURE **********************************
Campaign: Jake, Chapter 1
Location: Water Channel - Men's Restroom
Contents: 2000 Skill Points
In the warehouse building that Jake and Sherry fall to after the first Ustanak
chase, Jake can boost Sherry up to this treasure in the men's restroom. Only
the Sherry player can collect this. To the right of the red herb pickup is a
chest that Sherry can open. Stand in front of the chest and press the X/A
button to unlock the chest. The treasure inside is worth 2000 skill points.
*******************************************************************************
******************************** SERPENT EMBLEM *******************************
Campaign: Jake, Chapter 1 [SE23]
Location: Water Channel - Men's Restroom
Jake and Sherry will have to outrun Ustanak shortly after a cutscene after the
two escape a corridor area with J'avo that attack them in great number from
high areas. Jake and Sherry will enter a restroom with one J'avo inside. Jake
can boost Sherry up through the hole near the far side of the restroom. After
Jake tosses Sherry up through the hole in the rooftop of the building, Sherry
can turn around and blast the serpent emblem to the right of the hole in the
floor behind her.
NOTE: With Jake, a player can toss a flash grenade up toward the emblem to
break it. Just stand with your back to the wall that Jake tossed Sherry up
then toss the flash grenade upward to the opposite end.
*******************************************************************************
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Step out of the restroom and break open the wooden crate on the shelf to the
right and open the door to the side of it then step into the storage room.
== WATER CHANNEL - STORAGE ROOM ==
Break open the --WOODEN CRATE-- on the shelf then fall to the basement via the
trap door in the back of the room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== WATER CHANNEL - STORAGE BASEMENT ==
A J'avo will charge the first player that drops into the basement. Be ready to
fight him after landing. Break the three --WOODEN CRATES-- for extra items.
Climb back out of the basement and exit the storage room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== WATER CHANNEL - WAREHOUSE HALLWAY ==
Run down the hall then kick open the door at the other end with the help of
both players via the partner action command while standing in front of it.
== WATER CHANNEL - WAREHOUSE ==
Jake and Sherry will start out on the top floor walkway of the Warehouse. They
will look toward a barred door below. Yes, that is the way out... but you
should check around the warehouse first to get some extra items.
Run to the end of the current top walkway. The ceiling will start to crumble.
Notice all the red barrels around the warehouse that stick out like a sore
thumb? Don't shoot them yet. They will come in handy later for damaging
Nemesis 2012. I mean... Ustana... uh, well, you'll see!
Break open the --WOODEN CRATE-- then run to the right and open the briefcase on
the shelf then take the --2 FLASH GRENADES-- and the --REMOTE BOMB-- from
inside. Open the door to the side and walk further into the warehouse and
three J'avo will swing down from the opening in the middle portion of the
ceiling and attack. They can all be stunned with a flash grenade to set them
up for easy heavy stun melee kills - just melee them from the front after a
flash grenade toss to instantly kill them with either character. The red
explosive barrel to the left of them can be shot to instantly kill them all
also. Defeat them and check over the rest of the warehouse.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Flash Grenade x 2, [ ] Remote Bomb x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*********************************** TREASURE **********************************
Campaign: Jake, Chapter 1
Location: Water Channel - Warehouse
Contents: Flash Grenade x 2, Remote Bomb
When Jake and Sherry enter the Warehouse area from the building that they hop
into from the Water Channel, they will have to move along a walkway then drop
from the other end. There will be a breakable wooden crate in front of them as
they fall. Open the briefcase on the shelf to their right to find 2 flash
grenades and a remote bomb.
*******************************************************************************
J'avo are spawn from ceilings throughout this warehouse, so be on your guard!
There is a single --WOODEN CRATE-- on the far right side of the warehouse on
the side that your character entered from. It is on an oil drum among a stack
of oil drums. There are also two --WOODEN CRATES-- in the restroom off to the
right in front of the exit door on the bottom floor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Run up the stairs in the middle of the room. Notice the red barrels lined
along the walkway that just begs for some poor enemy to move by them. Ignore
the red barrels for now.
NOTE: There are two ladders that can be kicked down on the upper walkways. One
is on the top walkway across the gap near the stairs and the other is on the
walkway on the opposite side of the building. Kicking these ladders will cause
them to lower so that a player can climb to the top walkway from the bottom
floor. This could come in handy during the upcoming battle.
Run to the end of the next walkway after hopping to the other side. There are
two J'avo in the room through the opening along the right wall. Use a stealth
melee from behind them to kill them easily and take caution of the J'avos that
will drop from the ceiling above the outside walkway.
Collect ++ELEPHANT KILLER++ magnum then break the two --TALL CRATES-- (one is
in the room and one across the gap in the walkway outside). The elephant
killer weapon is a high-powered magnum (actually the most powerful one in the
game). The name of the weapon is actually a reference to the RE4 merchant's
"What you going to shoot with that, an elephant or something?" line for the
hand cannon magnum in that game. The Elephant Killer magnum will help out
greatly for the fight ahead if needed.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] ++ELEPHANT KILLER++
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
When ready, fall down to the bottom floor and attempt to open the exit door. A
cutscene will trigger.
BOSS BATTLE
- - - - - -
U S T A N A K =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
------------------------------------------------------------------ BOSS ATTACKS
o Arm Grapple - Ustanak leans forward and shoots out his right grappling arm.
He will pull a player toward him if he grabs a character. The partner can
run up to Ustanak and hit him with a partner assist melee (the prompt will
appear while next to him) when a character is grabbed by this. Running to
the side can easily avoid it.
o Dashing Ram - Ustanak runs forward and performs a shoulder ram. This can
knock down the pillars in the room as well as knock your ass flat down to the
ground.
o Grapple Arm Slap - If a player gets behind Ustanak when his back is turned,
he will turn and slap the area behind him with his grapple arm.
o Punch - From close range, Ustanak will punch with his normal arm.
o Grapple Arm Grab - From close range, Ustanak will try to grab a player with
his grapple arm and perform the same grapple attack as his long range grab.
o Kick - From close range, Ustanak will run forward and kick.
o Grenade Toss - Ustanak tosses a hand grenade toward a character. It will
explode after a few seconds.
-------------------------------------------------------------------------------
--> Objective: Take Down Ustanak
Ustanak will always start this battle by ramming the door that both characters
try to open, so run away from the door. Blast the red explosive barrel near
the door to damage him a bit after your character dodges his ram.
Ustanak is not really that bad of a boss at all so long as both players stay
moving. He is very slow, but has a few quick attacks. His main attack that
might catch a player off guard is his long range grab. From long range, he
will shoot out the claw arm on his hand and will reel a character in then
impale that character if he catches his target. The other player can run in at
that time then press the O/B button to perform a melee that will free the
grabbed player.
Ustanak can perform a running ram and he can hit players with close range
punches. It's best to use the dodge command (Hold L1/LT then press a left
thumbstick direction and tap X/A) for this battle when trying to dodge
Ustanak's attacks. A player can easily escape all of his attacks by simply
running to the side also.
Firing any weapon or hitting Ustanak with a melee will damage him somewhat and
will ultimately bring the battle to a close. The Elephant Killer can finish
off Ustanak very quickly by shooting him in any portion of the body, but it's
really best to save that magnum ammo for later areas.
NOTE: Remote Bombs might seem pointless when you have red barrels around the
area, but they take a BUNCH of damage off of Ustanak. Use whatever remote
bombs that you have since you'll get more later.
In order to save ammo, it's best to lure Ustanak toward the red barrels in the
area - a player can shoot them to damage Ustanak heavily. Like any RE enemy,
Ustanak can be lead up to the second floor and damaged while he jumps over the
gap. You can still take advantage of an enemy that hops over a gap! A player
can literally melee kill him with constant melees as he jumps the gap. Just
keep hopping back and forth. This takes way too long though...
Jake and Sherry will yell many phrases that shows how weak Ustanak is getting.
When Jake says "What's wrong asshole? Losing your nerve!?" that is when
Ustanak's health is almost fully drained. A cutscene will trigger once Ustanak
is hit the final time.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- - - - - - - -
END BOSS BATTLE
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_________________________________
_____________________________________________/ STAGE 1-3 -- UNDERGROUND PASSAGE
-------------------------------------------------------------------------------
== UNDERGROUND PASSAGE - RUINS ENTRANCE ==
--> Objective: Escape from the ruins
Jake and Sherry will start out from the area that they fell from after the
Ustanak battle. There is a --TALL CRATE-- and a --WOODEN CRATE-- through the
hole in the wall up ahead. As Jake and Sherry enter the dark corridor off to
the right, they will put on a light to illuminate the area. Jake will start to
talk about his past to Sherry as they move down the dark hallway. There is a
--TALL CRATE-- at the end of the dark corridor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== UNDERGROUND PASSAGE - MANNEQUIN ROOM ==
Jake and Sherry will enter a room with several mannequins stacked against the
walls. Man, what is up with this sense of horror in this room? It's like
Resident Evil is trying to be scary again all of a sudden...
Check the shelves off to the left to find a --GREEN HERB--. Follow the
corridor on the other side of the room. Break the --WOODEN CRATE-- at the end
of the corridor then pick up the --RED HERB-- from off the floor behind the
wooden crate.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green), [ ] Herb (Red)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Look past the fence to see a figure up on the wall with a face scribbled on the
wall behind it. Wow, someone has been playing too many Silent Hill games in
this area! If "Theme of Laura" plays in the next room, I will assume Konami
helped Capcom with this game.
*********************************** TREASURE **********************************
Campaign: Jake, Chapter 1
Location: Underground Passage - Mannequin Room
Contents: 2000 Skill Points
After Jake and Sherry step down the corridor from the room with mannequins,
there is a treasure chest to the right of the fence with the face on the wall
across from it in the background. Open the chest up for 2,000 skill points
before leaving the area.
*******************************************************************************
Climb up the ladder to the right. Step outside.
== UNDERGROUND PASSAGE - OUTSIDE THE RUINS ==
Stay on the left side of the area while moving to the back. Two J'avo guard
the gate to the left. They will start firing with their machine guns when Jake
and Sherry step into view. To avoid taking damage, toss a flash grenade at
them both and then perform a frontal heavy stun melee (Coup De Grace) on each
of them to instantly kill them. Open the gate to continue.
******************************** SERPENT EMBLEM *******************************
Campaign: Jake, Chapter 1 [SE24]
Location: Underground Passage - Outside the Ruins
After Jake and Sherry step down the corridor from the room with mannequins,
they will climb a ladder and step outside into the wintry weather once again.
Look on the top of the building directly across from the door to see a serpent
emblem above a door with debris in front of it.
*******************************************************************************
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
___________________________________
___________________________________________/ STAGE 1-4 -- IN FRONT OF CITY HALL
-------------------------------------------------------------------------------
== IN FRONT OF CITY HALL - STREETS ==
--> Objective: Help the BSAA
Wow, that big guy doesn't look happy. The big enemy is known as an Ogroman.
This bad boy can flatten players out in the street pretty easily, so stay out
of his way while outside. The BSAA would help out from the air, but there are
some anti-aircraft guns situated around this area that prevent them from flying
in. Chris Redfield and Piers Nivans will help Jake and Sherry for this battle.
All the characters need to disable the anti-aircraft guns. There are a total
of three of them. Each of the guns are manned by J'avo. Find the gun and kill
the J'avo then Finn, from the BSAA, will plant an explosive on the gun. The
characters will have to protect Finn while he plants the explosive. Finn will
have a meter near him that shows how much longer it will take him. J'avo and
an Ogroman will attack while Finn arms the explosives.
NOTE: None of the J'avo in this portion of the chapter will mutate in any way,
so don't worry about shooting them in the head, body, arms or legs - it doesn't
matter since they won't mutate.
The first anti-aircraft gun is on the second floor of the nearby building. The
building is on the left side of the screen once control is given back to the
player. Find the open doorway then move up the stairs. Move off down the
first corridor to the left after climbing both sets of stairs to find two
--TALL CRATES-- against the right wall of the room through the doorway.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NOTE: The Jake player can take advantage of the pole that is above the gap in
the building. The Jake player will get a button prompt swing command while
near the gap. This is simply a quicker way to each side of the gap without
having to go through the room to the side.
J'avo are along the rooftop, so be careful when trying to enter the room on the
second floor. The J'avo are armed with machine guns, so shoot them from a
distance to stun them (head, body, arms or legs) and then run up and melee
attack them with the R1/RT button. Break the two --WOODEN CRATES-- on the
metal object in the second floor room for some extra items.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
**ANTI-AIRCRAFT GUN 1** is right outside the door on the opposite side of the
room. Look off to the left after stepping through the doorway then shoot the
J'avo that is on the seat of the gun. Eventually Finn will come over to the
gun and start to prepare explosives. A meter below Finn will show how much
longer it will take him. Once it fills up, he will be done. Your job is to
protect Finn while he prepares the explosives. The main threat to Finn is that
big lug out in the streets - yeah, that ugly excuse for an El Gigante.
To damage the Ogroman, shoot the red growth that sticks out of his back - any
weapon (handgun) will work just fine. Any weapon fire to the red growth will
take health from his total HP amount. Shoot him while he is near the building
that your character is on since he will eventually fall over and lean against
the building. Step toward him while he leans against the building for a button
prompt melee command then press the R1/RT button to start the melee sequence.
Regardless of which character you have, your character will leap onto the back
of the Ogroman and pull a bone out of his back then stab his red growth on his
back with the bone. A player will have to tap the X/A button to pull the bone
out of the back of the creature, so be prepared to spam that button! And yes,
even the lovely Sherry Birkin will pull out that bone and jab it straight into
the growth on the Ogroman's back if you are controlling her.
NOTE 1: Be sure to keep the Ogroman on the opposite side of the gap that Finn
is one. If the Ogroman gets near Finn, Finn will start to blast it and won't
work on the explosives.
NOTE 2: There are a total of three cables along the buildings in this area that
can be used to stun the Ogromans the characters will fight here. In order to
use them to your advantage an Ogroman has to be lead into them. The Ogroman
will literally walk right into them and allow it to stun him. One is on the
side of the building near the start, one is out on the street near the first
building with the turret on top and one is right outside the gate where the
third anti-aircraft gun is. There is a red and white striped pole at the
bottom of each one to signify it's location.
Try to always damage the Ogroman by shooting him in the red growth on his back
and then perform a melee to him when he leans against the side of the building.
It's important that he stays next to the building since that is the only way
your character can get up onto him when he leans over. It's really best to
kill this Ogroman since more trouble is on the way later (another Ogroman) and
it will join up with this Ogroman if he is still around! The Ogroman will drop
--4000 SKILL POINTS-- once he is defeated.
Once Finn has set the explosives, they will explode in eight seconds, so don't
get near the anti-aircraft gun at that time. Once the explosives have gone
off, the next anti-aircraft gun must be found. Exit the building by going back
downstairs. J'avo will be out on the streets, so prepare to blast them.
NOTE: There is a building off to the right as you exit the current building
that has two --TALL CRATES-- on the side of it and a gatling gun on top of it.
Move up the ladder on either side of the building to get up to the top floor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
**ANTI-AIRCRAFT GUN 2** is on top of the building across the street from the
last building that all the characters were in. Move around the right side of
the building to find a red door. Wait on Finn if he hasn't gotten there yet
and he will place explosives on the door and blow it open. There is a --TALL
CRATE-- next to the stairs on the bottom floor of the building.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Ignore the opening off to the left on the first floor now. The door down there
cannot be opened just yet. Move up the stairs and fight off the J'avo along
the way. Climb up the ladder to get to the rooftop. The second anti-aircraft
gun will be off to the left. Finn will run toward it and start to plant
explosives on it.
Once again, all characters need to guard Finn. There is a J'avo on a gatling
gun turret on the building across the street, so try to blast him out of the
turret seat. Your main threat will be the J'avo that will fall from the wall
behind the sandbags. Be ready to kill them off as they appear and don't let
them get close to Finn or he will start to blast them and stop preparing the
explosives.
Once Finn is done, move away from the anti-aircraft gun as the explosives are
about to go off. Once again, you'll have eight seconds to move away from it.
Once the explosives have gone off, another Ogroman will start to climb over a
building in the background. Don't worry much about him now. Finn will tell
everyone to head to the underground passage below the building. Move back down
the ladder. Run back down the stairs and find the opening with the ladder
along the bottom floor of the building. Fall down into that opening.
== IN FRONT OF CITY HALL - UNDERGROUND PASSAGE ==
Finn will set explosives on the door in the basement room and blow open the
door. Move into the passage and follow the corridor. There is a --WOODEN
CRATE-- along a platform along the left wall and a --GREEN HERB-- in a sewer
pipe along the right wall. Move around the corner to the left and go through
the door. Break the --TALL CRATE-- and --WOODEN CRATE-- down the right
corridor then move down the opposite side of the corridor to find another
--TALL CRATE-- and --WOODEN CRATE-- off to the left.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2, [ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Follow the next corridor off to the right and you will find a --RED HERB-- on
the floor near the right wall, and two --WOODEN CRATES-- and a --TALL CRATE--
against the back wall of the alcove up ahead. Watch out about moving below the
overhead sewer lid near these pickups since the Ogroman will open it up and try
to grab or smash a character from above.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Red)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1, [ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Move through the next gate door and break the --TALL CRATE-- against the wall
of the alcove up ahead. There is another overhead sewer lid, so watch out
about passing under it since the Ogroman will try to attack from above through
the hole. The door at the end of the corridor is locked from the other side
and it has a breakable wooden crate behind it. Players will have to come in
from the back way to get this and I'll direct you to that later.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Follow the corridor off to the left. The right corridor leads to a dead end,
so continue down the next left corridor afterwards. Eventually a ladder will
be up ahead. Go ahead and climb the ladder then lift the bar that locks the
door above the ladder if isn't already unlocked. This will ensure that your
character can get back to the building that the characters are headed for.
Fall back down into the underground passage again and move down the corridor to
the left after unlocking the door above. Climb the ladder at the end of the
corridor.
== IN FRONT OF CITY HALL - STREETS ==
Move up the stairs of the building. There is a --WOODEN CRATE-- on top of the
building near the stairs and a --TALL CRATE-- near the gatling gun on the
building. There is a gap in the building that can be hopped across. The third
anti-aircraft gun is not on this building, but the Ogroman must be weakened
here in order to accomplish the full objective for this area. Finn might go
ahead and go to **ANTI-AIRCRAFT GUN 3** which is on the other side of the gate
near the opposite end of the current building (fall off the far left end of the
building to reach it). Your character will have to climb the ladder of the
building off to the left while standing in front of the gate then fall off the
side of the building to the right to get past the gate.
NOTE: The Ogroman will destroy the gate that blocks the street to the third
anti-aircraft gun eventually, so players won't have to use the ladder then.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
While up on the building, run to the opposite side and kick down the ladder on
that end. This will be your way back up to the building while fighting the
Ogroman. J'avo's with sniper rifles are positioned on the building across from
the current building, so kill them off with long range weapon fire as they
appear. They will keep appearing! Get inside the turret on the building and
blast the Ogroman in the mouth to make him fall over. Make sure that he is
near the building so he will lean against it.
NOTE: While standing at a distance from the Ogroman, he will eventually pick up
a truck and toss it toward the characters. Move far away from him when he does
this. It can kill your character with one hit! He can toss it up on the
building or down the street. Just make sure to watch him closely. If he grabs
a vehicle, stop everything and focus on dodging the vehicle toss.
Move close to the Ogroman while he leans against the building to get a melee
command once again. When your character jumps onto his back, your character
will grab the metal rod sticking out of his back and pull the red growth out of
his back. A player will have to shake the left thumbstick to pull the growth
out of his back. Be sure to rotate both thumbsticks for this QTE since it is
tougher than usual. To kill the Ogroman the rest of the way, just shoot him in
the red growth on his back and perform the bone stabbing melee on him when he
leans against the side of the building once again, just like with the first
Ogroman. If the Ogroman is still around after all three anti-aircraft guns
have been blown up, BSAA helicopters will kill him off. In order for them to
kill him off, the growth on his back needs to be pulled out of his back!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
Leap on the second Ogroman's back and use the melee command and QTE thumbstick
shaking sequence to pull the red growth out of his back to get a medal at the
end of this chapter.
.----------.
MEDAL: Defeated the giant B.O.W. through its weak spot | [ME150-2]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NOTE: If the Ogroman moves toward the gate on the side with the third anti-
aircraft gun, he will hit a power cable and get electrified and he will be
stunned instantly.
Once again, the third anti-aircraft gun is past the gate on the opposite end of
the current building. To reach it, move to the far end and fall off the left
side of the building. While Finn arms the final set of explosives, J'avo will
fall off the building to the left of him and attack. You don't really have to
worry much about protecting him. It's really best to keep your distance from
Finn since he will not work on the explosives if the Ogroman is in his area.
Players can just go ahead and kill off the second Ogroman while waiting on
Finn. The Ogroman will drop --4000 SKILL POINTS-- once it is defeated.
Players barely have time to collect the skill points if the BSAA helicopters
kill the Ogroman since the cutscene that ends this portion of the chapter will
play shortly after he starts to dissolve. If you want those skill points, you
better grab them as he dissolves (the second they appear) or the cutscene will
end this part. Slide under the Ogroman's body as he melts to get to the skill
points if you have to.
NOTE: Near the third anti-aircraft gun is an opening with a ladder that leads
to the underground passage that your character was just in. This is the side
with the locked door however. Drop down there and break the --WOODEN CRATE--
there. The door in the passage can be unlocked, although it does very little
good by the time it can be reached.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
___________________________________
___________________________________________/ STAGE 1-5 -- INSIDE THE HELICOPTER
-------------------------------------------------------------------------------
== INSIDE THE HELICOPTER - FIRST HELICOPTER ==
--> Objective: Stop Ustanak; don't crash.
Something is outside the helicopter and it sounds mad! Control will be given
back to the player as the banging on the outside starts. Ustanak will tear
through the side of the helicopter eventually. He will break open the sides of
the helicopter wall and try to hit your character.
BOSS BATTLE
- - - - - -
U S T A N A K =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
------------------------------------------------------------------ BOSS ATTACKS
o Grenade Toss - Ustanak tosses a hand grenade into the plane. He will usually
toss one toward the cockpit. If you delay the battle, he will start to
target players with the grenades!
o Grab - Ustanak will reach toward a character and try to grab the player.
Shake the left thumbstick to break free if he grabs your character!
-------------------------------------------------------------------------------
This battle requires a player to shoot Ustanak and damage him to make the
battle progress. If you just keep avoiding Ustanak as he tries to hit the
characters, he will keep on trying to attack and the battle will keep going for
quite a while. The partner and BSAA soldier will damage him some but your
character must help out or the battle will keep going on even after the
helicopter starts to burn. Right outside the cockpit door are two packs of
--9MM AMMO-- and a --FIRST AID SPRAY--. Be sure to grab the items at the start
of the battle!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo x 2, [ ] First Aid Spray
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NOTE: Ustanak will always bang on the side of the plane that he is about to
climb through and attack, so just listen for him then move away from that area.
You can also see the red marker that signifies his location.
Watch for the holes that Ustanak will make along the sides of helicopter and
move away from him when he puts his arm inside the helicopter. Blast him with
either character's handgun from a distance or you could run up and dash melee
him after he tries to grab. If he grabs a character, use the left thumbstick
to struggle free or your partner can melee Ustanak with the partner assist
button from close range. Eventually Ustanak will start to look inside the
plane and toss hand grenades into the cockpit area. Stay away from the cockpit
area while weakening him to avoid this. The helicopter will eventually catch
on fire and start to smoke heavily.
Another helicopter will fly up beside the current one. Jake and Sherry will
have to jump to the other helicopter when the BSAA soldier inside the current
helicopter tells them to. The Jake player will have to help Sherry jump to the
next helicopter by using the partner assist command near the hole in the side
of the wall that the BSAA soldier stands near. The Jake player will have to
leap to the next helicopter on his own. Be ready to shake the left thumbstick
to climb up inside the helicopter. The Sherry player can approach the Jake
player and help him up by pressing the partner assist button while standing
above him... or you can watch the Jake player suffer and allow the player on
the other end to further damage their controller from these annoying QTEs.
Whatever.
== INSIDE THE HELICOPTER - SECOND HELICOPTER ==
Both players will need to run toward the two gun turrets in the back of the
plane. Guess who is outside? Well, he doesn't chant "S.T.A.R.S." or have a
very scary look to him, so I guess it's that boring thing from the last
helicopter fight right? Yup, it's Ustanak again.
He will be holding on to the bottom of the helicopter that is following the
current helicopter that Jake and Sherry are in. Get behind one of the turrets
by pressing the L1/LT button to use it then press the R1/RT button to fire at
Ustanak. Firing at Ustanak throughout this battle will keep him from firing at
your character. A player can duck behind the turret at any time to avoid
damage by pressing the X/A button. Ducking is mainly only good when Ustanak is
in close range to your helicopter. Ustanak will shoot at both characters while
he is in close range - stop shooting and duck when Ustanak starts to fire at
your controlled character.
NOTE: The gatling gun turrets can overheat, so fire in short burst or limit
your firing when the barrel of the gun starts to turn a bright orange to allow
the gun to cool down.
The helicopter that carries Ustanak will fly back into the distance. Now, a
player must shoot the helicopters around Ustanak. Start off by shooting the
helicopter that he is on. Ustanak will fire missiles at the helicopter that
Jake and Sherry is in while he is in the background, so quickly blast the
missiles with the turret. Blast the helicopters and then blast the missiles.
Eventually Ustanak will leap over to the helicopter on the left side. When he
does this blast the helicopter that he is on until it starts to burn. Once it
starts to burn, don't continue to focus fire on that one helicopter - blast the
helicopter on the right side. The right helicopter will eventually fall to the
ground. Blast the helicopter that Ustanak is on after the right helicopter
falls out of the air.
Another helicopter will fly behind the current helicopter and Ustanak will leap
over to it. Blast the helicopter before he even leaps to it! Start to blast
the hell out of it once Ustanak is on the helicopter. The helicopter will
start to move toward the current helicopter and two more helicopters will fly
into view. Blast the two helicopters that appear but keep an eye on Ustanak.
He will start to fire at the characters with his gatling gun arm once again, so
be prepared to duck! A player can make him stop shooting by shooting at
Ustanak - he will block the bullets with his arm. You mainly want to
concentrate on taking down the last two helicopters then a cutscene will play
as Ustanak's helicopter spins out of control.
When control is given back to the player once the characters start to slide
down the plane, blast the gas tank that is above the back of the plane that
Ustanak hangs onto. Ustanak will fly out of the plane and the characters will
slide toward the back then grab the back end of the plane. Both players need
to be ready to tap the dash button (X/A) when the parachute slides toward the
players or the players will die from QTE cutscene death - the worst way to go!
You can just spam the X/A button to grab that parachute since your author here
kindly reminded you.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- - - - - - - -
END BOSS BATTLE
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
\_____________________________________________________________________________/
/ __ _ __ _ \
\ \ __ _ | | __ ___ \_________________// _\| |__ ___ _ __ _ __ _ _
\ \ / _` || |/ // _ \/ JAKE CAMPAIGN \\ \ | '_ \ / _ \| '__|| '__|| | | |
/\_/ /| (_| || <| __/\_________________/_\ \| | | || __/| | | | | |_| |
\___/ \__,_||_|\_\\___|/ \\__/|_| |_| \___||_| |_| \__, |
\________________________________________________________________________|___//
/ \
-- RANKING REQUIREMENTS JAKE, CHAPTER 2
.-----------------------------------------------------------------------------.
| RANK | ACCURACY | DEATHS | CLEAR TIME | ENEMIES ROUTED |
|=============================================================================|
| A | 70% or more | 5 or less | 60 minutes or less | 50 enemies or more |
| B | 60% | 7 | 80 minutes | 40 enemies |
| C | 50% | 9 | 110 minutes | 20 enemies |
| D | 49% or less | 10 or more| 111 minutes or more | 19 enemies or less |
'-----------------------------------------------------------------------------'
.--------------------------------------------------------------.
| POINTS RECEIVED PER RANK |
|==============================================================|
| RANK | A | B | C | D |
| POINT AMOUNT | 25 points | 20 points | 15 points | 10 points |
'--------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| TOTAL RANK POINTS FOR FINAL SCORE |
|=============================================================================|
| RANK | S | A | B | C | D | E |
| TOTAL POINTS | 100 pts | 90 pts | 75 pts | 55 pts | 45 pts | 44 pts or less |
'-----------------------------------------------------------------------------'
[JM02]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
C H A P T E R 2 - T H R O W N O U T I N T O T H E C O L D
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
December 24, 2012
Edonia, Eastern Europe
___________________________
___________________________________________________/ STAGE 2-1 -- MOUNTAIN PATH
-------------------------------------------------------------------------------
== MOUNTAIN PATH - SNOWY MOUNTAIN PATH ==
Jake and Sherry will start out near the wreckage of the plane from the last
chapter. They will be in the middle of a snowstorm.
The characters must find some data chips with Jake's intel on them. Jake is
basically no good without the intel, so if he wants to get paid, he has to help
Sherry find them! There are three data chips that need to collected. Wouldn't
you know they'd be far off in the distance where we have to take winding paths
to get them and fight through several... oh, well, they're... not lying out in
plain sight, I'll tell you that much.
Move up the path ahead. Snow will crumble off the side of the mountain as the
characters reach a red ladder at the end of the path. Climb up the ladder.
Sherry will point out a log cabin up ahead. The characters agree to take
shelter there... after the data chips are found.
--> Objective: Retrieve memory units
The locator and mini-map on the upper right hand portion of the screen will
show the data chips in the area. They will appear as red circles with a glow.
The snowstorm can block your vision at times, so be sure to pay close attention
to the map on the upper right-hand corner of the screen throughout this area.
It's very hard to see what is going on around your character when the storm
picks up heavily. It will die back down eventually, but it will continue to
get worse at times.
Collect the --GREEN HERB-- on the generator near the railing of the stairs off
to the right then move down the stairs and climb down the ladder. Walk to the
far left side of the walkway that the characters drop to then break open the
--WOODEN BARREL-- near the far left railing. Drop down the next ladder.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrel x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Turn to face the path to the right - look on your mini-map to the see the path.
Walk over to the tarp that covers something along the left side of the mountain
wall near the ladder and break the three --WOODEN CRATES-- then pick up the
++SNIPER RIFLE++. This sniper rifle will come in great handy as your main
source of power from now on if you don't want to switch to the magnum. Not
only is it a good long range source of power, but thanks to the new quick shot
feature in Resident Evil 6 (R1 + L1/RT + LT), it's also a great source of close
range power. This gun has a good kick to it that will knock down enemies at
close range. Don't just use it to snipe with from long, get all up in your
enemy's face then knock their ass down with a point blank quick shot.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] ++SNIPER RIFLE++
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
As you can see on the mini-map, the first data chip is down the bottom path on
the map, but the characters can't reach it from that side. You see, there is a
high ledge on that side and the data chip just happened to land on the high
part, so guess what? We've got to take the top path and circle around over to
that high ledge!
Move along the top path on your mini-map. The characters will run along a path
with wooden tracks that are covered in snow. Keep moving to the top and a
cutscene will play that will show off some Chrysalids. Chrysalids are J'avo
cocoons in the shape of a human that allow the J'avo to mutate while dormant
inside the host's body. A cutscene will play once the characters move toward
the Chrysalid and wouldn't you know it, they'd hatch open!?
Two bird creatures known as "Mesets" will attack the characters. These J'avo
can fly in the air and try to grab the characters from the air. Stay moving
while fighting these enemies to avoid their lunging grab when they fly. If you
have a flash grenade, toss the flash grenade to instantly kill both Mesets.
They will die instantly to a flash explosion from a flash grenade!
If you don't have a flash grenade, it's best to use the sniper rifle to blast
the Mesets out of the air or wait until they land and then get all up and
personal with a quick shot from the sniper rifle while in close range. Both
creatures will drop 500 skill points once defeated. It's really best to kill
them since they will continue to follow the characters if you don't. No matter
how much they fly around, they will eventually land and allow your character to
murder them.
NOTE: Allow the two Mesets to live and follow the walkthrough below if you want
a chance to ram one of them with a snowmobile while on the hill later. Ramming
and killing one with a snowmobile will give a player a medal at the end of the
chapter.
Ignore the top path that leads further up the mountain for right now. We'll
get back to that path later - it actually leads to the exit area but... you
know, data chips, yada-yada. Find the bridge that leads to a dropoff on the
side of the cliff then fall to the area below. Circle around the rock in the
middle of the area then follow the path at the bottom of the mini-map until the
characters reach a gap that can be leaped across.
J'avo will attack along the way as the battle music starts to play. The J'avo
will literally stand in front of the gap as if they were the ones that hid the
data chip on the other side of the gap. The J'avo in this area can mutate into
Noga-Oklop, which is a J'avo with impenetrable legs. If one of their legs
mutate just shrug to yourself then blast their top half, because that is now
their weakest area. Let's see you mutate all your body parts, fool!
Leap across the gap in the south. Snow will fall off the ledge to the left as
your character moves ahead. Break the --WOODEN BARREL-- off to the left and
the --WOODEN CRATE-- off to the right near the end of the path then pick up
**FOS MEMORY DEVICE B** from the right side of that ledge. Do not drop down
the side of the ledge at the end, leap back over the gap. J'avo will attack
the characters from behind, so be ready to overpower melee their ass.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrel x 1, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== MOUNTAIN PATH - CENTER OF THE MOUNTAIN PATH ==
Follow the path to the north after leaping back across the gap. J'avo will
continue to appear along the way. Some of them have sniper rifles. If you
ever see a red laser, then dash toward that J'avo and hit him upside the head
with a Cobra Strike with Jake or jump kick with Sherry. There is a ladder that
leads to an overhead bridge along the way up the mountain, but ignore that
ladder for now - this ladder will lead the characters out of this area.
Remember that ladder on your way back down the hill up ahead! Break the
--WOODEN BARREL-- past the ladder and to the right.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrel x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NOTE: While moving up the icy hill ahead, if a character is shot and falls,
that character will slide back down the hill. The character will hit a rock at
the bottom that will stop them. This is more of an annoyance than anything
else. Hey, at least no QTE to stop rolling, right?
Run up the icy mountain trail and kill the J'avo along the way. A few of them
will be armed with sniper rifles. The J'avo with rifles can easily knock a
player back down the hill, so take them down quick by spamming fire at them.
Some of the J'avo that are killed will mutate into a Glava-Smech. This J'avo
mutation has a pincher head and will attack with a dashing grab attack that can
be countered. It only has this one attack. Some of the J'avo might form a
Chrysalid then mutate into a Mesets after a short while.
At the top of the hill, a J'avo on a snowmobile will ride toward the
characters. Be ready for this and take out the handgun then fire at the rider
to knock him off the snowmobile. A few more J'avo will attack along with him.
A player can use the X/A button to get on the snowmobile and ride it. There is
really no point in getting on it since walking is just as fast really.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
While riding on a snowmobile, if you can ram it into a Mesets and kill the
Mesets, a medal will be gained at the end of this chapter. It's best to let
the first two Mesets live before getting to the hill so you can try ramming
both of them later.
.--------.
MEDAL: Defeated a flying B.O.W. with the snowmobile | [ME149]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
.-------------------------.
| Snowmobile Controls |
|=========================|
| A/A | Get on |
| Triangle/Y | Get off |
| R1/RT | Accelerate |
| L1/LT | Brake |
'-------------------------'
Like a kid with a new toy, another J'avo will try to drive over the characters
with his trusty snowmobile in the top area, so blast him off his vehicle. The
area up above the hill has several stacked logs around it. **FOS MEMORY DEVICE
A** is in the center of the area near a crane that is parked by a wooden fence.
******************************** SERPENT EMBLEM *******************************
Campaign: Jake, Chapter 2 [SE25]
Location: Mountain Path - Center of the Mountain Path
After Jake and Sherry move up the icy hill and fight off the two J'avo that are
on snow mobiles, they will reach an area with stacked logs where FOS Memory
Device A is located (the second data chip that Jake and Sherry must collect).
There is a crane next to the memory device that has a serpent emblem on the
operator's seat. Get near the crane then blast it.
*******************************************************************************
NOTE: There are several red gas canisters in the log area and the areas ahead.
Blasting them doesn't really help out much but I'd thought I'd bring it to your
attention with this note.
There is a bridge in the north and there is also a --WOODEN CRATE-- in front of
that bridge and off to the right. Move across the bridge to reach the other
side and get closer to the next data chip.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== MOUNTAIN PATH - TOP OF THE MOUNTAIN PATH ==
There are two --WOODEN CRATES-- next to a dumptruck along the right side of the
area across the bridge. There is a red gas canister right next to them. Move
past the next red gas canister up ahead and then walk up the path on the right
side of the area. A Chrysalid is near the top along the path. Don't worry,
he's not due for another... few minutes!?
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crates x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NOTE: Chrysalids are weak to electricity, so if you're playing Sherry, hit the
Chrysalid with Sherry's stun rod to eventually break it in a few hits. Keep in
mind that Chrysalids will not drop any items once they are broken before the
creature hatches from them though.
Enter the small wooden shed at the top of the mountain and break open the two
--WOODEN BARRELS-- and the two --WOODEN CRATES-- inside then open the treasure
box near the wooden crates to find --4000 SKILL POINTS-- and two --FLASH
GRENADES--.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Flash Grenade x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrel x 2, [ ] Wooden Crates x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*********************************** TREASURE **********************************
Campaign: Jake, Chapter 2
Location: Mountain Path - Top of the Mountain Path
Contents: 4000 Skill Points, 2 Flash Grenades
When Jake and Sherry reach the very top of the mountain path, they will find a
wooden shed next to the last data chip. This shed has two wooden barrels and
two wooden crates inside. The two wooden crates are next to a treasure chest
that contains 4000 skill points and two flash grenades, so open that sucker and
collect them.
*******************************************************************************
Find **FOS MEMORY DEVICE C** along the side of the wooden shed. There is also
a serpent emblem nearby, so read below and blast it.
******************************** SERPENT EMBLEM *******************************
Campaign: Jake, Chapter 2 [SE26]
Location: Mountain Path - Top of the Mountain Path
While Jake and Sherry are standing next to the final data chip that is outside
the wooden shed at the top of the mountain path, find the tower in the
background and there is a serpent emblem on top of that tower. While facing
the front side of the shed with the entrance, it's best to move along the left
side to see the tower below the ledge. Look up on the very top of the tower to
see this emblem.
*******************************************************************************
--> Objective: Get to the cabin
After collecting the last data chip, a crunch sound will come from the trail
that leads to the wooden shed. That definitely doesn't sound like someone
biting into a Nestle Crunch bar or a kid eating Rice Krispie treats, so I guess
that Chrysalid finally hatched. Yup, another Mesets is about to attack, so
it's time to take out that sniper rifle and go crow hunting. Blast it and then
rob him of his skill points!
== MOUNTAIN PATH - MOVING BACK DOWN THE MOUNTAIN PATH ==
Move back across the bridge below the trail that leads to the wooden shed. Run
to the far north in the area with stacked logs to find the icy hill that Jake
and Sherry moved up earlier. Players can slide down the hill if you so desire.
Just dash and hold L1/LT to slide then slide on down the hill. While at the
bottom of the hill, find the ladder that is next to a red gas canister. This
ladder will lead up to an overhead bridge.
At the top and to the right is a cart with a red gas canister inside. No, the
cart is not going to roll after your character. Follow the tracks to the left
then hop over the gap in the bridge. The characters will reach a ledge with a
red gas canister on it. There is a --WOODEN BARREL-- up ahead and there is a
hole next to the wooden barrel. The hole will allow the characters to slide
back down to the bottom area.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrel x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NOTE: Before sliding down the hole make sure that you have two open inventory
spaces in your inventory. While sliding down the hole, keep tapping the
Square/X button to collect a --GREEN HERB-- and a --RED HERB-- while sliding.
They are literally positioned on the slope, so just keep tapping the button and
the characters will collect them as they reach the end of the slope.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green), [ ] Herb (Red)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
There is a red ladder off to the right on the top of the high platform but it
doesn't lead to anywhere special - just a platform with a fine view of the area
the characters just came from. Get in the hole and slide down the slope.
== MOUNTAIN PATH - BOTTOM OF THE MOUNTAIN PATH ==
Alrighty, the characters are now back on the bottom of the path where they
started. Don't climb the ladder off to the side. Move up the trail with
wooden tracks on it in the north. Make a left at the path split before
reaching the bridge dropoff then follow the path to the left as it moves
further up the mountain. The characters will move by a large tower on the way
up the mountain trail.
At the top of the trail is the gate that leads to the cozy cabin. A Chrysalid
is in front of the gate. It just so happens to start hatching once the
characters get close to it, so blast the Mesets that spawns from the Chrysalid
with your trusty sniper rifle then rob it of its skill points. You won't be
needing that where you're going, mister! Stand by the gate leading to the
cabin and use the partner assist button to open the gate to finish this segment
of the chapter.
NOTE: Players can step near the gate and use the partner assist button to leave
the area while the Mesets hatches in order to avoid fighting it.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
___________________________________
___________________________________________/ STAGE 2-2 -- SNOW-COVERED MOUNTAIN
-------------------------------------------------------------------------------
== SNOW-COVERED MOUNTAIN - CABIN ==
Aw, wouldn't you know it that those screwy J'avo would show up right after Jake
and Sherry settled down for the night in the cabin. Man, with the two talking
about family flaws with their crazy parents and then realizing a sudden
relation, Jake was surely about to get him some there... Can't a guy like Jake
get a break here!?
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
If players can defeat all the J'avo that surround the cabin, a medal will be
gained at the end of the chapter. When the J'avo blow up the wall, stay inside
the cabin and kill them all by shooting them from inside the cabin.
.---------.
MEDAL: Wiped out all enemies around the cabin | [ME159] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Objective: Eliminate all enemies
After the cutscene, J'avo will attack from outside the house. Be sure to check
around the room for --9MM AMMO-- on a table to the left of the open window and
a --FLASH GRENADE-- lying on the floor on the right side of the cabin. J'avo
will eventually enter the cabin, so beat them down with Jake's bare hands or
Sherry's stun rod. Players might get a possible Glava-Begunats J'avo mutation
here. The J'avo head will split apart and three insect heads will emerge from
it. This J'avo is weakest in the head so knock him to the ground with a rifle
quick shot then crush his head with a melee. This J'avo will basically berserk
and charge toward a player while swinging his weapon.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo, [ ] Flash Grenade
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Eventually, a cutscene will trigger where a J'avo will place an explosive on
the outside wall and blow open the wall of the cabin. The J'avo outside will
attack so run over to the table in the middle of the room and get on the side
opposite the hole in the wall then press L1/LT to flip over the table to use it
for cover. I bet the J'avo didn't see that coming - these haven't adapted to
cover in a Resident Evil game like my reader has. Take cover behind the table
and shoot at the J'avo outside the room with your handgun. Step outside
eventually and a cutscene will trigger.
== SNOW-COVERED MOUNTAIN - SNOWY HILL ==
--> Objective: Avoid the avalanche on the snow mobile
Well, with all the noise that was made, it appears that the J'avo have started
an avalanche Run toward one of the two snow mobiles then get on one using the
partner assist button to start driving it.
.-------------------------.
| Snowmobile Controls |
|=========================|
| X/A | Get on |
| Triangle/Y | Get off |
| R1/RT | Accelerate |
| L1/LT | Brake |
'-------------------------'
NOTE: While driving down the mountain trail with the steep hills along the side
at the beginning and the area with the trees, there are some collectable skill
points in the area worth 100 skill points and 300 skill points. Keep tapping
the Square/X button and you might get lucky and find some. The ones in the
tree areas are right near some of the trees.
Drive on ahead down the mountain trail. The characters will move along a
narrow path in between some steep hills at first. Eventually, they will drive
out to a trail with a ledge to the right of them. Be sure to stay on the trail
and don't fall off the ledge to the right or the character will die! The
avalanche will start to move down the left side of the area toward the end of
the trail, so turn right when prompted to by your partner. The characters will
eventually make a jump from a high ledge and land below.
Eventually, the characters will come upon an area with several trees. Hitting
these trees will slow a player down quite a bit and might make your character
get caught by the oncoming avalanche. The trees get quite thick and hard to
dodge so keep a sharp eye out while moving down the trail ahead. The snow will
start to flow down the right side of the mountain toward the end of the tree
area.
Jake will say "Keep your speed up! I don't want to be buried out here!" around
this time.
The characters will drive over a frozen river that will be quite bumpy. It has
many ledges that the characters will have to hop down. Keep accelerating.
Eventually the snow will try to close in on both sides. Try to stay away from
the far sides since one touch from the snow is instant death.
******************************** SERPENT EMBLEM *******************************
Campaign: Jake, Chapter 2 [SE27]
Location: Snow-Covered Mountain - Snowy Hill
While Jake and Sherry are on the snow mobiles while outrunning the avalanche,
they will come upon an area with trees then shortly afterwards, they will move
down a frozen river with many ledges on it where they will hit many dropoffs.
Eventually, the snow will start to flow down the mountain from both sides as
the characters reach a final ledge.
When the ground starts to become flat, stay to the right as the characters come
up to a cave entrance and your character will hit this serpent emblem with the
snow mobile and get credit for it. It's literally right outside the cave and
off to the far right side. Be careful about getting too far over to the right
too early since the avalanche might kill your character.
*******************************************************************************
NOTE: There are some more collectable skill points in the tunnel, so keep
tapping that Square/X button to collect them while driving through it.
Jake and Sherry will drive through the cave tunnel then hop a ramp and enter an
ice field where the ground will start to break up. There will be a huge wall
of ice just after moving up the ramp to the new icy area. Keep slowly moving
to the right after avoiding the wall. Accelerate ahead as the ice wall to the
right starts to fall then turn to the left. Jake and Sherry will eventually
reach a clearing then hop a ledge up ahead. Keep tapping the dash button (X/A)
while jumping to make the characters leap off their snow mobiles. They will
haul ass down the snowy mountain to avoid the oncoming avalanche.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
__________________
____________________________________________________________/ STAGE 2-3 -- CAVE
-------------------------------------------------------------------------------
== CAVE - ENTRANCE ==
--> Objective: Find the cave exit
After the usual Jake sarcasm, the characters will be ready to explore the cave
tunnel up ahead. Follow the tunnel. The middle part has several ice crystals
that alert bats from up above. They will only stagger the characters a bit but
not hurt them
NOTE: The bats can be shot to add one to the records book as a defeated animal.
They can be killed with a flash grenade to get a medal for killing an enemy
with a flash grenade as well.
Open the door at the end of the tunnel by using the left thumbstick to rotate
the valve handle. There are plenty more of these doors coming up.
== CAVE - MINING CAVE 1 ==
--> Objective: Avoid being spotted by Ustanak
Jake and Sherry will see Ustanak below them. Two tracker enemies known as
"Oko" are fluttering about along the path to the side. Yeah, it's the same
path that Jake and Sherry have to move down, of course! Okos have a limited
range of vision and can only see what they shine their blue light on. If the
Okos spot a player, they will alert Ustanak and he will rampage toward that
area to find the character. Ustanak will immediately kill a player when he
gets close to them. Players can hide in the red container at the beginning of
this area by pressing the X/A button near it to hop inside. Both players can
hide in the container, but they must get in one at a time.
NOTE: Hiding in the container will do no good on the third time that either
Jake or Sherry is spotted. Ustanak will finally decide to check the incredibly
obvious container that screams "hide in here" and therefore your goose will be
cooked!
The Oko that flutter on the path ahead can be killed by sneaking up behind them
when they fly away from the characters. Hit them with an R1/RT melee attack
from behind when the button prompt appears while standing behind one of them.
There are only two Oko up ahead, so wait for them to turn their back and
flutter away then move behind them and melee them one by one. Don't get in a
hurry here or the characters might get discovered by Ustanak.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
If a player can get through this cave section and the upcoming cave sections
without killing any of the Okos the player will receive a medal at the end of
this chapter. This is not as hard as you would think.
o Mining Cave 1 - Allow the first Oko to turn and fly along the walkway and
follow behind it. When it turns and sees the characters, rush to the end of
the walkway and fall off the ledge to the left then quickly hide in the red
container below to avoid Ustanak.
o Mining Cave 2 - Fire a handgun shot once to alert Ustanak then hide in the
red container. When Ustanak leaves, get out of the dumpster and fire another
shot to alert him then hide inside the red container again. Ustanak will
leave the area at that time. Follow the first Oko all the way to the end of
the cave tunnel while behind it. It will turn and see your character at the
end, so quickly fall down the ledge and then run toward the metal container
at the end of the cave tunnel then use the partner assist command to push it.
o Mining Cave 3 - Walk over to the far right side of the railing and find the
ladder. Wait for the Oko in the corridors to move out of the way then drop
and run to the corridor directly ahead. An Oko will see your character
eventually, so run to the stairs and quickly open the door.
MEDAL: Beat the cave area without killing any enemies (excluding .---------.
Ustanak | [ME160] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The first Oko will only move just a bit past the red container and then stop
and turn, so wait for him to turn then melee attack it from behind. The second
Oko will move to the middle of the path and then turn and move back toward the
railing up ahead. Kill the second Oko then drop down from the area without
railing off to the left near the end of the path.
== CAVE - MINING CAVE 2 ==
This next tunnel has two Oko down it. The first Oko will move all the way to
the intersection and then turn around and move back the other way. Sneak up
behind the first Oko and melee it. The second Oko will move toward the middle
of the tunnel then turn and go back the other way. Melee the second Oko after
sneaking behind it then climb up the ladder off to the left at the end of the
tunnel. Open the treasure chest on top of the platform with the ladder and
collect the --4000 SKILL POINTS-- from inside. There is also another chest
that can be opened on the side of the tunnel that Ustanak is on - read below
for details.
*********************************** TREASURE **********************************
Campaign: Jake, Chapter 2
Location: Cave - Mining Cave 2
Contents: 4000 Skill Points
Jake and Sherry will reach a cave with icy stalagmites and stalactites on the
left side of the tunnel. Sneak up behind the Okos and melee them from behind
then climb up the ladder off to the left at the end of the tunnel and open the
chest at the top to get 4000 skill points.
Campaign: Jake, Chapter 2
Location: Cave - Mining Cave 2
Contents: 4000 Skill Points
After getting the first treasure in the icy cave with Ustanak there is one more
treasure in the back of the cave tunnel that Ustanak is in. A player will have
to make noise (shoot a weapon) to lure Ustanak out of the cave and make him
leave. This can be done in single player so long as you read the first note
below!
Stand in the back of the cave with the red container and fire a weapon. Both
characters need to hide in the container. Ustanak will come searching the area
then go back to the cave tunnel. Step out of the container once again and fire
off a gun again then hop back inside the container (both players). Ustanak
will come running again and eventually leave the area. Once Ustanak has left,
enter the cave tunnel he was in and sneak up behind the patrolling Oko and
melee kill it. Find the chest at the end of the tunnel and open it to claim
4000 skill points.
NOTE 1: In single player, the AI partner will hide along with your character,
but DO NOT run to the very end of the tunnel or the partner will stay there and
refuse to move. The partner will be automatically killed by Ustanak shortly
after a noise is made if the character stays at the end of the tunnel. Lure
out Ustanak before killing the second Oko in single player.
NOTE 2: Instead of firing a weapon, players can allow one of the Oko to see the
characters. Just make sure to hop into that container quickly!
*******************************************************************************
Drop down the ledge at the end of the tunnel. Move to the end of the left
tunnel up ahead and use the partner assist button to move the large metal
container. A cutscene will play where Ustanak will come searching shortly
after pushing the container.
== CAVE - MINING CAVE 3 ==
A cutscene will show off the middle set of corridors, which are filled with
several patrolling Oko. There are a total of four containers in this area, but
three of them are filled with trash and cannot be hid in. The first container
on the left is the only empty container - be sure to keep this in mind.
*********************************** TREASURE **********************************
Campaign: Jake, Chapter 2
Location: Cave - Mining Cave 3
Contents: 5000 Skill Points
Jake and Sherry will eventually come to a cave with several Okos patrolling the
middle corridors. Don't move down into the area with the Okos just yet. Move
along the corridor past the left set of red containers. Run up the stairs to
the left and down the next set of stairs then move down the stairs to the
right. Open the chest at the bottom of the stairs and grab the 5000 skill
points inside.
*******************************************************************************
There is one Oko that will always move by the stairs - this is the most
dangerous Oko. Stand near the stairs and wait on this Oko to move toward the
stairs and then move to the left then quickly run up behind it and melee it.
The first corridor to the left has two patrolling Okos down it. Wait until
both of the Okos turn their back then quickly run behind them and melee each
one of them.
The next corridor to the right down that corridor has one Oko down it. Just
wait for it to turn its back then run up and melee it. The final Oko patrols
in front of the stairs at the end. It's best to wait for this Oko to move to
the right (away from the stairs) with his back turned and then melee it from
behind. If you try to melee the Oko on the stairs, sometimes the melee button
prompt will not appear correctly.
******************************** SERPENT EMBLEM *******************************
Campaign: Jake, Chapter 2 [SE28]
Location: Cave - Mining Cave 3
While in the cave area where several Okos patrol the middle corridors, kill off
all the Okos then move up the stairs and walk toward the door with the valve
handle on it. Turn around and look up toward the cylinder above the alcove
across from the stairs to see this emblem on the side of that cylinder. This
emblem must be shot. The moment it is shot, Ustanak will come running, so
blast the emblem and then quickly rotate the valve handle to open the door and
then move through the doorway. You should be able to get through the door
before Ustanak gets to the characters.
NOTE: In co-op play, both players should be able to shoot this emblem. The
player that shoots the emblem first should open the door and the player that
waits should shoot the emblem while the partner opens the door.
*******************************************************************************
Move up the stairs and open the door with the valve handle then enter the next
area.
== CAVE - ICY TUNNEL ==
The second that the characters walk on the ice crystals in this area, Ustanak
will be alerted and bash through the wall as the characters run ahead. The
view will switch to the front of the characters as they run. Keep holding the
X/A button and continue to dash down the tunnel (toward the screen). The view
will eventually change to a view looking through a small hole. Quickly slide
up under the hole in the wall up ahead of the characters and the characters
will slide down into the room below.
Ustanak will try to fit his hand through the hole, but he can't. He will leave
the area. Climb the first ladder then climb the next ladder.
== CAVE - MINING CAVE 4 ==
Drop down from the area with the railing. A cutscene will trigger that shows
what to do for the next objective.
--> Objective: Use the keycard to escape
The exit door is locked and the key just so happens to be in the dead guy's
hands near Ustanak in the middle of the icy area to the side. This is the guy
that Ustanak killed after the Oko saw him at the beginning of this cave.
There are a total of four --REMOTE BOMBS-- on the right side of the area while
facing away from the locked door. Two of them are beside the steel column and
two more are beside the large steel structure. Collect them all since one of
them will be needed in a moment. The Jake player needs to lay an explosive on
the side where the remote bombs are found, but don't detonate it just yet!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Remote Bomb x 4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Both players need to walk over to the ladder on the left side of the area. Use
the partner assist command to toss Sherry up the ladder.
One player needs to distract Ustanak with a remote bomb. Place a remote bomb
in the area where the Remote Bomb pickups were then move away from that area
and detonate it.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SHERRY GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Sherry needs to fall down the ladder on the other side of the high platform.
While Ustanak is distracted and moves away from the middle icy area to check
out the large explosion, run over to the dead corpse and collect the **MINE
KEYCARD** from the body. The Sherry player will have to tap the X/A button to
search the body for the card. Move back up the ladder then hop down the next
ladder and get back to Jake.
NOTE: In single player, the Sherry player will collect the keycard once Ustanak
has been distracted. The Jake player will lay down a remote bomb and detonate
it a few second after Sherry takes cover behind the low wall near Ustanak (take
cover near the edge to make the AI partner detonate the explosive). Either
way, the AI partner will help out for this part.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Use the key card to unlock the door. Use the partner assist command to unlock
the door. A cutscene will play.
== CAVE - BULKHEAD TUNNEL ==
Follow the tunnel to the right and open the first of the bulkhead doors up
ahead. Press X/A to grab the valve handle then rotate it with the left
thumbstick and press the O/B button to open the door. Something will dent the
door from the other side. Rush to the next bulkhead door and rotate the valve
handle on it quickly then open it. It will be just a little harder to open
than the last door.
As the player that opens the door closes the door behind them, you can clearly
see that Ustanak is ramming through the door behind the characters. Rush to
the third door and rotate the valve handle on it then open the door. This
third door takes much more struggle with the thumbstick shaking to open. Be
sure that you rotate both the left and right thumbstick to unlock the door
faster. Quickly open the door once the valve handle has been rotated. And we
have... another door! Quickly run over to the fourth door and rotate the valve
handle. This last door is much harder to open than the previous door so be sure
to rotate both thumbsticks. Open the door and a cutscene will trigger.
== CAVE - DRILLER TUNNEL ==
--> Objective: Take down Ustanak
Jake and Sherry will be plowing into Ustanak with the driller from the last
cutscene. This part is all about QTEs and how a player responds to them. Here
is a list of all the QTEs so you will be ready for them:
01) Left Thumbstick shake
02) R1/RT precision button press
03) Left Thumbstick shake
04) R1/RT precision button press
05) Left Thumbstick shake
06) R1/RT precision button press
07) Left Thumbstick shake
08) R1/RT precision button press
Sherry: "We got him now!"
09) Left Thumbstick shake
10) R1/RT precision button press
11) Left Thumbstick shake
12) A/X precision button press
13) Left Thumbstick shake
14) R1/RT precision button press
Kev: "You want S.T.A.R.S.!? Well, too bad, you get drill, bitch!"
--> Objective: Find the cave exit
I don't know about you, but I sure am glad that I have an old controller to use
for this game instead of a new one that works properly for these controller
damaging QTEs. My old one was actually ruined from RE5 Majini grapple shakes.
Thankfully, I have a new one, but I sure as hell won't use it with RE6 - I
value it too much for that.
Anyway, Ustanak is all laid out against the wall with a drill implanted in his
chest so I doubt he will be getting up soon. Follow the cave tunnel ahead and
step out step out into the light to trigger a cutscene that will end this
chapter.
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
\_____________________________________________________________________________/
/ __ _ __ _ \
\ \ __ _ | | __ ___ \_________________// _\| |__ ___ _ __ _ __ _ _
\ \ / _` || |/ // _ \/ JAKE CAMPAIGN \\ \ | '_ \ / _ \| '__|| '__|| | | |
/\_/ /| (_| || <| __/\_________________/_\ \| | | || __/| | | | | |_| |
\___/ \__,_||_|\_\\___|/ \\__/|_| |_| \___||_| |_| \__, |
\________________________________________________________________________|___//
/ \
-- RANKING REQUIREMENTS JAKE, CHAPTER 3
.-----------------------------------------------------------------------------.
| RANK | ACCURACY | DEATHS | CLEAR TIME | ENEMIES ROUTED |
|=============================================================================|
| A | 70% or more | 2 or less | 60 minutes or less | 55 enemies or more |
| B | 60% | 3 | 80 minutes | 40 enemies |
| C | 50% | 5 | 110 minutes | 30 enemies |
| D | 49% or less | 6 or more | 111 minutes or more | 29 enemies or less |
'-----------------------------------------------------------------------------'
.--------------------------------------------------------------.
| POINTS RECEIVED PER RANK |
|==============================================================|
| RANK | A | B | C | D |
| POINT AMOUNT | 25 points | 20 points | 15 points | 10 points |
'--------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| TOTAL RANK POINTS FOR FINAL SCORE |
|=============================================================================|
| RANK | S | A | B | C | D | E |
| TOTAL POINTS | 100 pts | 90 pts | 75 pts | 55 pts | 45 pts | 44 pts or less |
'-----------------------------------------------------------------------------'
[JM03]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
C H A P T E R 3 - E S C A P I N G C O N F I N E M E N T
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Waiyip, China
June 30, 2013
______________________________
________________________________________________/ STAGE 3-1 -- DETENTION CENTER
-------------------------------------------------------------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- JAKE GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
== DETENTION CENTER - OUTSIDE THE HOLDING CELL ==
Well, Jake has managed to break free, so now he has to handle the J'avo guards
in front of him. This is a good time to learn about his hand-to-hand combat if
you haven't yet, since... well, that's all he has now!
By holding L1/LT and tapping the R1/RT button, Jake will perform a three hit
combo that takes no stamina from the combat gauge. A player can also hold the
L1/LT button then hold the R1/RT button to make Jake charge a rushing Cobra
Strike. You can target an enemy with the right thumbstick at that time. Let
go of the R1/RT button and Jake will start to run toward the targeted foe. Tap
to the left or right with the left thumbstick to dodge to the sides while
running - this is useful for dodging gunfire. Jake will perform a Cobra Strike
after the dash and can hit four more times by tapping the R1/RT button some
more after the first hit.
When Jake performs his rushing Cobra Strike against a grounded foe or airborne
opponent, he will do a flip kick that takes off some serious damage! Jake can
also do a quick shot with bare hands that does a tiger uppercut that will knock
an enemy to the ground. While a foe is grounded, he can stomp from the head
side or grab the enemy's legs and toss them with a giant swing from the leg
side. He has many of Wesker's moves from RE5 Mercenaries with hand-to-hand.
Defeat the first two J'avo in the room with hand-to-hand attacks then a third
J'avo will enter the room from the door on the left side of the area. The
third guard is armed with a stun rod. Once the third J'avo guard is defeated,
he will drop the **SWITCHBOARD KEY**. Pick up the key and walk over to the
panel on the right side of the gray door up ahead. Use the X/A button to
remove the panel to trigger a cutscene.
== DETENTION CENTER - WHITE HALLWAY ==
Jake will start out in the hallway outside his holding area after the cutscene.
Move down the hall and through the doorway up ahead and a J'avo guard will step
out from the right corridor and start to blast Jake with its machine gun. Kill
the J'avo with a few attacks. A voice over the intercom will call all J'avo's
attention to the two escaped prisoners.
Follow the corridor to the next doorway.
== DETENTION CENTER - WHITE ROOM ==
A total of four J'avo guards patrol this room. If one of them sees Jake, all
of them will attack and three more J'avo guards will join them! It's a good
idea to take most of them down with stealth melee attacks from behind. Take
cover and duck behind the railing closest to the middle area when you first
enter. One guard circles the far right row of tables and another guard moves
by that row of tables while circling the whole area. Sneak behind each of them
and hit them with a stealth melee attack from the back (R1/RT while behind
them).
Another guard moves up and down the ramp near the glass case that has a white
tree inside of it. He will move down the ramp and then down the corridor to
the right of the bottom of the ramp then move back. The final J'avo guard
paces up and down the corridors to the left of the bottom of the ramp. He
paces by a set of shelves with white plants inside of it.
NOTE: The guards are not that much of a problem if they see Jake, but you will
have to fight a total of seven of them. The hardest part about fighting them
is that Jake may have little stamina in his combat gauge to take them all on at
once, so you might have to quickly lay on the ground with your back (fast
combat gauge recharge) or run off and wait for the combat gauge to slowly
recharge. Keep in mind that a player can counter their melee attacks with the
R1/RT button without have to use stamina and Jake's R1/RT melee combo while
holding L1/LT does not take stamina from him. Once Jake reaches a red combat
gauge, he is basically defenseless while fighting hand-to-hand until the gauge
gets out of red.
Kill off each guard with stealth and make your way up the stairs beside the
ramp. There is an air duct above a red and white pole on the left side of the
area. Find the bed down the right corridor then run to the opposite side of it
and press the X/A button to push it toward the shelf near the air duct. Run
back to the opposite side and get up on the bed then climb up to the air duct.
Crawl into the air duct and drop to the other side.
== DETENTION CENTER - SURVEILLANCE AREA ==
The door to the left is locked and requires a passcode. Enter the surveillance
room through the door to the right.
Interact with the controls below the three cameras. Jake can control and see
through all three camera. He can view the following areas in the Sherry
gameplay walkthrough:
- Hallway 2
- Locker Room
- Lobby
.-----------------------------------------------.
| Camera Controls |
|===============================================|
| Right thumbstick | Move camera |
| R3/Right thumbstick (push) | Zoom in/out |
| R1/RT | Fire gun |
| X/A | Switch cameras |
| O/B | Quit camera view |
'-----------------------------------------------'
The Hallway 2 camera and lobby camera each have guns attached to them that Jake
can use to defeat the J'avo guard in those areas. This can really help out the
Sherry player a lot! If there are guards in a room, fire at them by aiming the
camera laser and pressing the R1/RT button to shoot. The Sherry player really
does the most work for this part, but the Jake player can help her out a bunch
for Hallway 2 and the Lobby by shooting the J'avo there.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
While taking control of the gun cameras in Hallway 2 and the Lobby, shoot and
kill a total of five J'avo with the camera's gun to earn an extra medal at the
end of the chapter. Keep in mind that you must KILL the J'avo (Sherry can't
kill them). In Hallway 2 there are a total of three J'avo. Watch over Sherry
while she solves the control panel puzzle in the Locker Room then prepare to
switch to the gun camera in the Lobby and blast the three J'avo that exit
through the door on the wall directly ahead of the camera. Blast the closed
door before it opens and kill them quickly before Sherry kills them.
Obviously, this is a lot easier in co-op with a human player. The Sherry
player can actually lead a J'avo out of the Locker room to give the Jake player
one extra J'avo to kill.
MEDAL: Destroyed five or more enemies using the turret-mounted .---------.
cameras | [ME161] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
******************************** SERPENT EMBLEM *******************************
Campaign: Jake, Chapter 3 [SE29]
Location: Detention Center - Surveillance Area
While in control of Jake, he will reach a surveillance area where he can look
through three cameras by using the controls below the cameras. The camera in
the lobby and the camera in the second hallway that Sherry can enter have guns
attached to them. Look up on the set of cubbies (shelf) in the lobby area to
see a serpent emblem. Use the camera's gun to hit the serpent emblem and get
credit for it. Only Jake can get this serpent emblem.
*******************************************************************************
Sherry will first come into view in Hallway 2. Shoot the J'avo there and watch
over her. When she enters the Locker Room, she will gain the password from the
J'avo for opening the doors around the facility. This is the password that
Jake needs for the door in his area, but he can't see it just yet. Once Sherry
enters the Lobby, help her out with blasting the J'avo there. When she moves
toward the locked door in the Lobby, she will input the code sequence once
again. Hold the X/A button to zoom in on the control panel after she enters
the code to see the code that Jake should enter on the control panel in the
Surveillance Area.
NOTE: The code will be random for every playthrough. There is no definite
solution. Use the camera to zoom into the control panel in the Lobby where
Sherry enters the code then enter that code into the control panel in Jake's
area.
Stop using the cameras once you see the code then run back to the control panel
in the hall outside. Enter the correct sequence of shapes into the panel and
the door will unlock. Crawl through the air duct off to the right and then
climb the ladder. Get inside the next air duct and crawl through it and then
climb the next ladder. Crawl through the final vent and fall out to the Main
Locker Room and a cutscene will trigger shortly.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SHERRY GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
== DETENTION CENTER - HOLDING CELL ==
--> Objective: Escape from the building
The Sherry player will start out in a different room after the cutscene with
Jake. Wait around until a cutscene plays where Jake will turn off the power to
the facility.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* While in Sherry's room, a player can turn on the stereo system and the TV
along the right table.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== DETENTION CENTER - MONITOR ROOM ==
Sherry will start in the dark room outside of her holding cell as control is
given back to the player. She will be equipped with the stun rod that she took
from the J'avo guard during the last cutscene. Open the door to the side.
== HALLWAY 1 ==
NOTE 1: If Sherry is spotted in the first two hallways, the alarm will go off
and many J'avo will attack her. You get no item drops here so Sherry can't
afford to take much damage!
NOTE 2: Keep in mind that Sherry can lean against a wall and get a button
prompt melee command for a stealth kill on a J'avo that walks down the corridor
next to the wall that she leans against. She will get the button prompt for
the melee as the J'avo gets next to her.
Lean against the wall and look down the corridor. A J'avo patrols the
surrounding hallway. The corridor is square shaped and a J'avo patrols
starting from the area where the door is and goes down the hall to the right
and circles around that hall, so if he isn't there, he should be coming down
the hall to the left. Don't let him see Sherry. Sneak up behind him by moving
down the hall opposite the way he walks and then kill him with a stealth melee
from behind.
There is another guard down the hallway to the right that connects with the
square set of hallways. That guard will move back and forth down the corridor
past the square set of hallways.
NOTE: The best way to take down the first two J'avo is to immediately head out
into the hall through the door after the cutscene then kill the first J'avo by
sneaking up behind him down the corridor to the right then move down the left
corridor and immediately sneak up behind the J'avo down the right corridor then
stealth kill him. This will help out the most for the first two guards.
== DETENTION CENTER - HALLWAY 2 ==
The middle set of white corridors is probably the toughest room but it's not
that bad once you see how the J'avo will patrol. It's best to enter the set of
white corridors through the corridor right outside the dark room that Sherry
came out of. Go to the stairway and lean against the left wall. Two J'avo
patrol the middle area - they circle the area. There is also a J'avo that
circles the corridor above the stairs off to the left. He is the main problem
with killing the J'avo in this room since he patrols differently.
NOTE: If the camera starts to fire at the J'avo, that is your Jake partner
helping out. He takes control of a camera system in the surveillance room.
Wait for the J'avo that patrols off to the far left to step up the right set of
stairs in the back of the room before Sherry moves out to kill the two J'avo
that patrol the middle area. Kill off the two in the middle first then go
after the one in the back corridor.
== DETENTION CENTER - LOCKER ROOM ==
This part can get a bit annoying with the stealth in this room. Sherry can
hide in all the lockers around the room to avoid detection of the J'avo that
will open the door on the right side of the room. The J'avo will continually
exit the door off to the right. They will do one of two things every other
time and both types have different weapons:
1) J'avo armed with machine gun - exits the door and walks straight to the
locked door off to his right and enters a code then exits the room.
2) J'avo armed with stun rod - walks over to the middle set of lockers and
circles the lockers then moves over to the locked door and enters a code then
exit the room.
They will ALWAYS continue the pattern above. The first J'avo will immediately
exit and the second J'avo will circle the lockers then exit. After that, the
pattern will continue.
NOTE: If J'avo are killed in this room, they will continue to keep exiting the
door off to the right. It's literally a spawn point. If Sherry is discovered,
the J'avo that sees her will attack, but the J'avo that enters the room
afterwards will not attack unless he sees Sherry.
The Sherry player must watch for the code that the one of the J'avo enters on
the control panel to unlock the door. It's best to hide in the first locker
off to the left in front of the locked door to get a good view of the passcode
that is entered. Wait for the J'avo with the machine gun to exit the room then
quickly get out of the locker and enter the code that the last J'avo entered.
The J'avo with the stun rod will make a detour around the back locker while
Sherry enters the code, so she will have more time. Remember the code since it
will be used in the outside lobby as well!
IMPORTANT: The code will be random for every playthrough, but the code that
each J'avo enters per playthrough will be the same. So, they will enter the
same code as they exit the room per playthrough.
== DETENTION CENTER - LOBBY ==
Sherry will easily get discovered here. There are three J'avo in the outside
lobby. Sherry can take cover behind the reception counter. The Jake player
should be controlling the camera in this room by now. He will use the camera's
gun to kill off the J'avo in the room. Sherry can still sneak up behind any
J'avo in this room that haven't seen her yet to get a stealth melee kill
command. Two more J'avo will exit the door off to the right further back in
the lobby. Be prepared to fight some J'avo here with the stun rod.
NOTE: There is a Serpent Emblem on top of a group of cubbies behind the back
counter, but only the Jake player can shoot it. He will have to use the camera
to shoot it. Sherry cannot get this emblem.
Exit the lobby via the back door near the counter. Enter the same code from
earlier on the control panel to the right. Move down the dark hallway outside
the lobby and hop over the railing. Move up the stairs and open the locker
door to trigger a cutscene.
NOTE: If you forgot the code, reenter the locker room and look at the control
panel there to see the code again.
A cutscene will trigger after stepping through the locker door.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_____________________________
_________________________________________________/ STAGE 3-2 -- LIVING QUARTERS
-------------------------------------------------------------------------------
== LIVING QUARTERS - MAIN LOCKER ROOM ==
A player can hide in the lockers in this room but none of them contain any
special items. Step out into the hall.
== LIVING QUARTERS - HALLWAY OUTSIDE LOCKER ROOM ==
Move down the hall. A J'avo is standing at the top of the stairs. Once he
sees a character, he will attack and a few more J'avo will join him. One of
the J'avo will form a Chrysalid shell once defeated. It will mutate into a
Strelats enemy. This lizard enemy is very fast when it moves. From close
range, it will breathe out a gas that will stagger the characters and from long
range it will shoot out spikes. Watch for it to stand up straight for a signal
that it is about to shoot spikes. Kill the Strelats quickly with the magnum or
blast it with sniper rifle quick shots.
The Strelats has a special stun that can be activated by quick shotting it with
a weak weapon or by dashing toward it and hitting it with a slide, ram or jump
kick. A flash grenade can also set it up for an instant melee. While it is
stunned, grab it with the R1/RT button while standing near it then input the
button commands as they appear to knee its chest.
The melee performed on the Strelats takes off some intense damage from the
creature. The Strelats enemy will drop an **ID MEDAL (1/16)** and 1000 skill
points once defeated. One of the J'avo might mutate into a Glava-Sluz if its
head is shot. This mutation will fire out webbing at the characters. Blast it
in the head or stomp its head to kill it. Kill all the enemies that appear
while on the stairs then enter the room through the door on the bottom floor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
If players find all ID Medals in Jake, Chapter 3, a medal will be earned at the
end of the stage.
.---------.
MEDAL: Found all ID medals | [ME162] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== LIVING QUARTERS - STORAGE ROOM ==
There is a --CHINESE BOX-- to the right of the desk in this room that can be
broken open for a possible item. Wait in this room and a J'avo should fall
from the hole in the ceiling and attack. A few will drop if you stay in this
room. One of the defeated J'avo will drop an **ID MEDAL (2/16)**. One of the
J'avo will form a Chrysalid once defeated and mutate into a Strelats. This
Strelats will leave behind 1000 skill points once defeated. Step back out into
the hall afterwards.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Chinese Box x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NOTE 1: If a J'avo does not appear in the storage room, run to the second floor
and kill off the enemies up there then return to the storage room. A J'avo
should spawn in the storage room by then. There should be tons of J'avo that
will spawn from the storage room ceiling. They will spawn one at a time. You
can literally wait by the spawn point and keep killing them.
******************************** SERPENT EMBLEM *******************************
Campaign: Jake, Chapter 3 [SE30]
Location: Living Quarters - Storage Room
When Jake and Sherry start in the Main Locker Room after meeting up shortly
after escaping their holding rooms, they will enter a hall where J'avo will
attack from the stairway at the end (off to the right). Enter the storage room
at the end of that hall. Look on the side of the shelf closest to the door in
the room then find this emblem in between the boxes on the middle right shelf.
It can be hit with a melee attack with either character.
*******************************************************************************
== LIVING QUARTERS - HALLWAY OUTSIDE LOCKER ROOM ==
Move up the stairs and step onto the second floor.
== LIVING QUARTERS - SECOND FLOOR HALLWAY ==
A total of three J'avo will attack from the back of the hall off to the left
after moving away from the stairs. These J'avo will mutate into Ruka-SRP if
their arms are shot. It's not that big of a deal though. There are three
breakable --GOLDEN URNS-- on the stands along the right side of the hall. The
first golden urn will have --9MM AMMO-- inside of it and the second golden urn
will have --7.62MM AMMO-- inside. Enter the bedroom through the door along the
right corridor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo, [ ] 7.62MM Ammo
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Golden Urn x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== LIVING QUARTERS - BEDROOM ==
Walk over to the desk on the left side of the bed and use the X/A button to
open the drawer on the desk then take the **ID MEDAL (3/16)** from inside. The
Chinese mural across from the bed can be broken with gun or melee attacks and a
player can hide in the closet. There is nothing else to do in this room. Step
out the door on the opposite side of the room.
== LIVING QUARTERS - BEDROOM HALLWAY ==
Move down the hall and break open the --CHINESE BOX-- at the end of the
corridor for an extra item. Step back out into the Second Floor Hallway then
open the double doors to enter the Library across from the Bedroom Hallway.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Chinese Box x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== LIVING QUARTERS - LIBRARY ==
The players can turn over the three tables by approaching them and pressing the
L1/LT button in order to take cover from the J'avo fire. It's sort of like
busting into a stranger's room like a SWAT team! Blast the J'avo from the
bottom floor or just move toward them and melee kill them. Really, they are
not that much of a problem from close range.
There is an **ID MEDAL 4/16** on the top bookshelf against the wall. One of
the many J'avo that exit from the door spawn point in between the top set of
bookshelves will drop an **ID MEDAL (5/16)**. Be sure to break open the
--CHINESE BOX-- behind the bottom bookshelf as well. Might as well wreck
everything... what the hell! Reenter the outside hallway.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Chinese Box x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== LIVING QUARTERS - SECOND FLOOR HALLWAY ==
Step down the hall to the left. A few J'avo will attack with machine guns from
the left side of the next hall. Flip over the table and take cover behind it
then blast them with the sniper rifle. Be warned that they might toss a hand
grenade at your character. One of the J'avo might turn into a Chrysalid then
mutate into a Strelats that can be killed for 1000 skill points and one of the
J'avo will drop an **ID MEDAL (6/16)**.
Break the --GOLDEN URN-- on the platform down the hall to get 300 skill points.
Don't enter the room in the back of the hall (to the right when entering) just
yet. Save that room for later. It really doesn't matter, but your character
will backtrack there soon anyway. Step down the hall and enter the room at the
end where the J'avo were at.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Golden Urn x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== LIVING QUARTERS - STATUE ROOM ==
Jake can swing across the pole connected to the statue on the right side of the
upper floor. Sherry will have to fall off the ledge on the left side of the
top floor. Either way, move down below.
There are a total of six breakable --GOLDEN URNS-- on the bottom floor. The
only one that ever seems to have an item is the second one on the left side of
the area (300 skill points). There are two J'avo guards standing by the double
doors in the back of the room. One of them will drop an **ID MEDAL (7/16)** so
kill them both. They might go all Chrysalid then mutate into a Strelats if
they are not melee killed.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Golden Urn x 6
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The door behind the counter on the left side of the room is locked and has a
symbol of an ID medal on it. Walk toward the front side of the large statue in
the middle of the room and examine the slot with writing below it. Sherry
cannot read the writing and requires Jake to read it. The west side (left
side) of the room will unlock after three medals are placed in the slot and
door on the east side (right side) of the room will unlock after ten medals are
placed in the slot. If the full sixteen medals are found and placed in the
statue, the characters will unlock the fence behind the statue which contains
some extra pickups a new weapon!
--> Objective: Collect IDs
Place at least three medals into the statue to reveal a door up the stairs to
the left of the statue. The statue head will turn and look toward the west
side of the room and the fence on that side will slide back to reveal the door.
Both characters can now reach the back of the second floor via the stairs off
to the side as well! Move up the stairs and open the door.
== LIVING QUARTERS - HIDDEN HALLWAY ==
Open the double doors and step into the Bar Room.
IMPORTANT: Be sure you step into the Bar Room first. There is a glitch
associated with stepping into the Family Room first and not activating the
J'avo spawns in the Bar Room first! You will possibly forfeit an ID medal if
you do so. J'avo spawn from the bar room while a player is in the family room
and sometimes not all waves will spawn if the Family Room is entered first.
== LIVING QUARTERS - BAR ROOM ==
The J'avo that will attack in this room will stay on the top floor walkway from
the start, but as your character kills them off they will start to hop below.
One of the J'avo in this room will drop an **ID MEDAL (8/16)**. Players can
wreck all the glasses and food on the counters by hopping over them!
NOTE: Use the sniper rifle to hit the J'avo on the top floor walkway. They
like to hide behind the railings and then peak out every so often.
Walk over to the piano and interact with it with either character to have the
character play the piano. The music will differ depending on the character
that plays the piano. An **ID MEDAL (9/16)** will rise out of the top of the
piano on a plaque so grab it! Exit the Bar Room then enter the room through
the single door on the right side of the hall.
== LIVING QUARTERS - FAMILY ROOM ==
Break the --GOLDEN URN-- on the platform to the right to reveal a --GREEN
HERB-- pickup. There is an **ID MEDAL (10/16)** on the plaque above the
fireplace so snatch it! J'avo will exit the Bar across the hall and attack the
character. Blast them as they enter and show them how we did things in Raccoon
City! One of them will drop another **ID MEDAL (11/16)**. They spawn in the
Bar Room while a player is in the Family Room. There should be about two or
three waves of them.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Golden Urn x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NOTE: Keep the green herb handy since there is a red herb pickup in the Pool
Room listed below.
Exit the room and step into the bar across the hall.
== LIVING QUARTERS - HIDDEN HALLWAY ==
Move down the corridor to the left and open the set of glass doors. Check the
fountain with seahorses off to the left and grab the **ID MEDAL (12/16)** from
the water. Open the next set of glass doors that lead to the pool room.
== LIVING QUARTERS - POOL ROOM ==
This room has four breakable --GOLDEN URNS-- along the side of it. Facing the
bull in the pool the golden urn on the back left side of the room has a --RED
HERB-- inside of it. Step into the pink water and crawl up under the arch
below the bull statue and collect the **ID MEDAL (13/16)** in the water.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Red)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Golden Urn x 4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Move up the stairs to the left of the bull statue then push the crate that
blocks the glass door and then pick up the **ID MEDAL (14/16)** below the
crate. Open the glass door to the side.
== LIVING QUARTERS - BREAK ROOM ==
A group of J'avo will move down the hall in the back of this room and attack
your character - they spawn in the Library. Some of them will mutate into a
Nova-Trchanje mutation, which is a spider-legged J'avo mutation. They can move
around quick and climb walls and ceilings but they are very weak - a knockdown
with a gun or a stun followed by a stomp will kill them.
One of the J'avo will drop an **ID MEDAL (15/16)** once defeated. After the
fight, break the --GOLDEN URN-- on the pedestal in the room to get a --REMOTE
BOMB--. There is another ID Medal below the left table in this room (when
looking back toward the glass door). Place a remote bomb near the table and
the two sofas on the left side of the room then detonate it. Collect the **ID
MEDAL (16/16)** from the floor afterwards.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Remote Bomb
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Golden Urn x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
All ID Medals should now be collected. Return to the Statue Room via the
hallway in the back of the Break Room.
== LIVING QUARTERS - STATUE ROOM ==
Place all of the ID Medals in the slot of the statue. Placing ten medals in
the statue will unlock the door behind the counter on the right side of the
room. Placing all sixteen ID Medals into the slot will make the fence in the
back of the statue raise up.
--> Objective: Find the Comms System
Move to the area behind the fence and collect the ++BEAR COMMANDER++ weapon
then open the chest on the left and grab the --2000 SKILL POINTS-- and two
pickups of --300 SKILL POINTS-- inside. Break open the two --CHINESE BOXES--
off to the right to find one pickup of --40MM EXPLOSIVE ROUNDS-- and a pickup
of --.500 S&W MAGNUM ROUNDS--. The bear commander is an assault rifle with a
secondary fire that can fire out explosive rounds! This is a highly useful
weapon for the later chapters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] ++BEAR COMMANDER++, [ ] 40mm Explosive Rounds, [ ] .500 S&W Magnum Ammo
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Chinese Box x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Enter the corridor through the doorway behind the counter and use the partner
assist command to open the door off to the right down the hall to end this
portion of the chapter.
*********************************** TREASURE **********************************
Campaign: Jake, Chapter 3
Location: Living Quarters - Statue Room
Contents: 2000 skill points, 300 skill points x 2 (many other pickups outside
the chest)
Collect all of the sixteen ID Medals from the Residential Area of the Detention
Facility and place them in the slot below the statue to unlock the fence behind
the statue. The hidden area contains the Bear Commander weapon, one chest and
two Chinese boxes. The chest contains 2000 skill points and two pickups of 300
skill points and the two Chinese boxes contain a pickup of 40mm Explosive
Rounds and a pickup of .500 S&W Magnum Ammo.
ID MEDAL LIST:
ID Medal 01 - Dropped from the first J'avo that turns into a Strelats in the
Hallway Outside Locker Room.
ID Medal 02 - Dropped from one of the J'avo that spawns in the bottom floor
Storage Room below the stairs after beating ALL the J'avo on the
staircase. If they don't spawn, run back outside the storage
room and kill any J'avo on the stairs or down the first corridor
up the stairs and then the J'avo in the storage room should
spawn.
ID Medal 03 - Open the drawer of the desk to the left of the bed in the Bedroom
on the side of the Second Floor Hallway across from the Library.
ID Medal 04 - On the side of the bookshelf against the wall on the top floor of
the Library.
ID Medal 05 - One of the many J'avo that spawn from the door spawn point in
between the top set of bookshelves in the Library will drop this
medal.
ID Medal 06 - This ID medal is dropped from one of the J'avo that attack at the
end of the second floor hallway. They will be on the walkway of
the room with the golden statue.
ID Medal 07 - After dropping down to the statue room, one of the J'avo that
stands by the back set of double doors will drop this emblem once
defeated.
ID Medal 08 - Enter the Bar Room after stepping into the Hidden Hallway and a
group of J'avo will attack from the top floor. Defeat the J'avo
and eventually they will start to hop down from above and one
will drop this ID Medal.
ID Medal 09 - Enter the Bar and walk over to the piano then interact with it to
have your character play it. A plaque with an ID Medal will rise
up out of the top of the piano.
ID Medal 10 - This is on a plaque above the fireplace in the Family Room across
the hall from the Bar.
ID Medal 11 - A wave of J'avo will exit from the Bar Room and enter the Family
Room and attack the characters. One of the J'avo will drop this.
Around three waves will attack in full. They seem to only attack
once players enter the Family Room.
ID Medal 12 - This ID Medal is in the water of the fountain with the seahorse
along the side of it through the glass doors of the Hidden
Hallway.
ID Medal 13 - While in the Pool Room, step into the pink water and climb up
under the back arch to find this ID Medal in the water up under
the bull statue.
ID Medal 14 - In the Pool Room, push the crate up the stairs away from the
glass door to the left of the bull statue and this medal will be
under it.
ID Medal 15 - Step into the Break Room through the glass door on the opposite
side of the Pool Room and fight off the J'avo that attack from
the back of the room (hallway) and one of them will drop this
medal. If the J'avo don't attack in the Break Room, enter the
Library and they should be in there.
ID Medal 16 - While in the Break Room, destroy the golden urn in the room to
get a remote bomb. Place the remote bomb beside the left set of
sofas and the table and then detonate it from a safe distance.
This ID medal is below the left table, so grab it after
destroying the table.
*******************************************************************************
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
______________________
________________________________________________________/ STAGE 3-3 -- ENTRANCE
-------------------------------------------------------------------------------
== RESEARCH FACILITY ENTRANCE - SECURITY ROOM ==
--> Objective: Escape from the building
Jake and Sherry will start out in the Security Room after the cutscene. Move
back out the room then reenter the Statue Room.
== RESEARCH FACILITY ENTRANCE - STATUE ROOM ==
All the Golden Urns are now back in the Statue Room but none of them hold any
items so breaking them is useless. J'avo will attack from the sides of the
room and the upper floor as Jake and Sherry reenter. Once a player steps in
front of the back set of double doors... a tank will bust through those doors!
******************************** SERPENT EMBLEM *******************************
Campaign: Jake, Chapter 3 [SE31]
Location: Research Facility Entrance - Statue Room
After Jake and Sherry gain entrance to the Security Room and then move back out
to the Statue Room, a tank will bust through the double doors in the back of
the Statue Room. Hide behind the big statue in the center the room and allow
the tank to destroy the statue with its turret. A serpent emblem will be lying
in the middle of the floor where the statue was once the debris clears. Slide
into it to hit it and watch out for the tank's gunfire!
*******************************************************************************
Jake needs to help Sherry up the ledge to the second floor. Facing the front
of the big statue, the ledge is on the back right side of the room. Jake can
boost her up by standing below the ledge or the Jake player can move up the
stairs and swing on the pole then get to the second floor and then stand by the
top of the ledge to the right of the top door and pull her up. Either way,
both characters need to get up top.
NOTE: Stay away from whatever direction the tank's gun turret is facing. It is
slow so it's easy to dodge and it definitely packs one hell of a punch when it
hits a player!
Don't worry too much about the J'avo. Just blast them or melee them enough to
knock them down or stagger them then run past them - slide into them and knock
them down with a melee attack then run. Don't get caught up in killing too
many J'avo or the tank will blast a character. You might get some Glava-
Begunats and Nova-Skakanje mutations here. Begunats are the raging insect
heads and Skakanje are grasshopper-legged J'avo that can leap really high. Use
the partner assist command to open the double doors at the top.
== RESEARCH FACILITY ENTRANCE - SECOND FLOOR HALLWAY ==
Alright, well we lost that tank at least. Move down the hallway and...
Oh hell! The floor will cave in and Sherry and Jake will fall to the floor
below then... that damn tank busts through the door below.
== RESEARCH FACILITY ENTRANCE - FIRST FLOOR HALLWAY ==
Haul ass forward! Run toward the camera with the dash button held down. Make
sure you stay on the side opposite that the tank's turret is aiming toward.
Stepping to the side that the tank is NOT aiming at is the main key to
surviving this running part.
The camera will move to the side as the characters reach the opposite end of
the hall. Run into the alcove to your character's left then hop through the
window near the trash bags.
== RESEARCH FACILITY ENTRANCE - GARBAGE AREA ==
Break the two --WOODEN CRATES-- off to the right after landing. The tank won't
follow the characters into this tight corridor... or so I think? Well, there
are no Salazar statues to chase after players in here at least...
Anyway, move up the stairs and open the door with the partner assist button.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== RESEARCH FACILITY ENTRANCE - PAGODA BUILDING AREA ==
Sherry and Jake will step out into some shallow water and a Pagoda building is
above them. Some J'avo will attack from the railing of the Pagoda building up
ahead. They are nothing compared to what the characters just ran from though.
There is nothing along the left side of the area. Find the stairs that lead up
to the Pagoda building off to the right then run toward them.
While running, the game will switch to slow-motion and that blasted tank will
bust through the wall off to the right. Be sure to keep running to avoid
having it run over a character - it will only take damage, not kill a player.
******************************** SERPENT EMBLEM *******************************
Campaign: Jake, Chapter 3 [SE32]
Location: Research Facility Entrance - Pagoda Building Area
After Jake and Sherry run from the tank in the First Floor Hallway and then
leap into the Garbage Area, they will enter an area with shallow water with a
Pagoda building above them. When they move to the right, the tank will bust
through the wall and fire at them some more. Run toward the stairs that lead
up to the Pagoda building then run around the right side of the stairs and look
off to the left to see this emblem lying near the wall. Run over to it and
slide into it to hit it.
*******************************************************************************
Quickly run by the J'avo up ahead and get your ass up on that walkway with
railing by dashing up the stairs. The tank will fire at the side railing of
the Pagoda building and break the railing. Stay moving!
While up on the building, break the four --CHINESE BOXES-- in the room off to
the right. J'avo will constantly attack in this room. Pull the lever on the
far left wall of the room. This will make the statue on the side of the Pagoda
building rotate. There is a pole on the statue that the Jake player can swing
across.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Chinese Box x 4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- JAKE GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Jake player needs to get to the walkway across from the Pagoda building.
While on that side, collect the --GREEN HERB-- across from the red fence that
surrounds the statue and break the two --CHINESE BOXES-- on the far left side
(the camera hides these boxes).
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Chinese Box x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Objective: Move the statue
Jake's main objective is to lure the tank toward the statue. Fire at the tank
with your handgun to get its attention. Once the tank's turret moves toward
Jake, move over to the side of the statue to shield Jake from the turret fire.
The tank will move toward the statue and hit a pole on the bottom of the
statue, which will make the statue rotate. The tank will eventually move
backwards again and start to fire at the Sherry player.
NOTE: To make the tank move away from the statue, step all the way to the other
end of the statue away from the two Chinese Boxes (basically the same side with
the green herb).
Move back around the side of the statue and fire at the tank some more to make
it move over to the statue and rotate it once again. Make sure to take cover
as the tanks moves toward Jake. The Jake player will have to repeat this
process a total of three times to make the pole on the statue face the room
across from the Pagoda building. Once the tank moves toward the statue for the
third time, the pole will be in place. Run toward the side of the walkway near
the Pagoda building then face to the right and stand near the pole to get a
button prompt swing command. Swing to the corridor across from the statue.
--> Objective: Get the motorcycle
Kill the J'avo that attack on the way up the stairs. It's best to hurry
through this part while playing online since the Sherry player is getting tons
of J'avo on her side. Three J'avo will attack Jake while he moves up the
stairs and three more will come in behind him once he reaches the first room.
Be sure to find the Duralumin cases in the first room and room with the
motorcycle. Open the first Duralumin case to collect --300 SKILL POINTS-- and
a pickup of --.500 S&W MAGNUM AMMO-- and open the second Duralumin case in the
room with the motorcycle and collect the --4000 SKILL POINTS-- and pickup of
--300 SKILL POINTS--.
*********************************** TREASURE **********************************
Campaign: Jake, Chapter 3
Location: Research Facility Entrance - Pagoda Building Area
Contents: .500 S&W Magnum Ammo, 300 Skill Points
After Jake gets the tank to move the statue in the Pagoda Building Area, he
will swing across to a room across from the Pagoda building and J'avo will
attack him. This Duralumin is on the first table in the room up the stairs.
It contains 300 skill points and a pickup of .500 S&W Magnum Ammo.
Campaign: Jake, Chapter 3
Location: Research Facility Entrance - Pagoda Building Area
Contents: 4000 Skill Points, 300 Skill Points
After Jake gets the tank to move the statue in the Pagoda Building Area, he
will swing across to a room across from the Pagoda building and J'avo will
attack him. This Duralumin case is on the table in the room with the red
motorcycle and contains 4000 skill points and a pickup of 300 skill points.
*******************************************************************************
Run over to the red motorcycle in the room with the large window and press the
X/A button to interact with it and trigger the cutscene to end this chapter.
Jeesh, you would think Jake would have taken that red car. Damn nice model
too...
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SHERRY GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Sherry player needs to fight off the J'avo in the Pagoda building and stay
safe while the Jake player gets to the motorcycle. Use the Bear Commander's
explosive rounds on groups of J'avo that attack and use quick shots followed by
melees on single J'avo. The main thing the Sherry player needs to do here is
just stay alive until the Jake player reaches the motorcycle.
There are three tables that can be turned over to take cover behind, although
they won't do too much good for the J'avo with swords and the Nova-Skakanje
mutations (grasshopper legs). Flash grenades work excellent here if Sherry has
any. They will instantly stun all J'avo and set them up for frontal heavy stun
melees which will kill them instantly when performed. If you don't have any
flash grenades, think about laying down a remote bomb.
Jake will fill you in on his progress with his phrases. The mission objective
will change to "Get the motorcycle" once he is almost finished. Of course,
while playing online, this will all depend on how much the other player fights
and screws around on the other side. Once Jake reaches the bike, a cutscene
will trigger that will end this chapter!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
\_____________________________________________________________________________/
/ __ _ __ _ \
\ \ __ _ | | __ ___ \_________________// _\| |__ ___ _ __ _ __ _ _
\ \ / _` || |/ // _ \/ JAKE CAMPAIGN \\ \ | '_ \ / _ \| '__|| '__|| | | |
/\_/ /| (_| || <| __/\_________________/_\ \| | | || __/| | | | | |_| |
\___/ \__,_||_|\_\\___|/ \\__/|_| |_| \___||_| |_| \__, |
\________________________________________________________________________|___//
/ \
-- RANKING REQUIREMENTS JAKE, CHAPTER 4
.-----------------------------------------------------------------------------.
| RANK | ACCURACY | DEATHS | CLEAR TIME | ENEMIES ROUTED |
|=============================================================================|
| A | 70% or more | 5 or less | 60 minutes or less | 40 enemies or more |
| B | 60% | 7 | 110 minutes | 30 enemies |
| C | 50% | 9 | 140 minutes | 20 enemies |
| D | 49% or less | 10 or more| 141 minutes or more | 19 enemies or less |
'-----------------------------------------------------------------------------'
.--------------------------------------------------------------.
| POINTS RECEIVED PER RANK |
|==============================================================|
| RANK | A | B | C | D |
| POINT AMOUNT | 25 points | 20 points | 15 points | 10 points |
'--------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| TOTAL RANK POINTS FOR FINAL SCORE |
|=============================================================================|
| RANK | S | A | B | C | D | E |
| TOTAL POINTS | 100 pts | 90 pts | 75 pts | 55 pts | 45 pts | 44 pts or less |
'-----------------------------------------------------------------------------'
[JM04]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
C H A P T E R 4 - O N T H E R U N
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Waiyip, China
June 30, 2013
______________________________
________________________________________________/ STAGE 4-1 -- CITY AND HIGHWAY
-------------------------------------------------------------------------------
== CITY AND HIGHWAY - HIGHWAY ==
Jake and Sherry are on the run from Neo-Umbrella now. They both start on the
motorcycle that Jake took from the Detention Center. The Jake player will do
the driving for this entire segment and the Sherry player will need to shoot
enemies and obstacles to keep the motorcycle from taking damage.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
While playing as Sherry, shoot a total of ten J'avo that are on motorcycles and
destroy the motorcycles while Jake drives to receive a medal at the end of the
chapter.
.--------.
MEDAL: Shot 10 J'avo off of their motorcycles | [ME081]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The controls for the motorcycle are as follows:
.-------------------------.
| Motorcycle Controls |
|=========================|
| R1/RT | Accelerate |
| L1/LT | Brake |
'-------------------------'
Keep in mind that the motorcycle can only take so much damage from hitting
walls and enemies, so try to avoid hitting anything. Be sure to accelerate on
straightaways and before hitting ramps and allow the motorcycle to coast on
turns and around obstacles (let go of the accelerate and tap it a bit).
Jake and Sherry will start out on the highway and a helicopter will be
following them from behind and it will shoot missiles at them. Jake will
eventually come upon a turn to the left, so don't accelerate while making that
turn or else the motorcycle will slam into the wall and take some damage.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SHERRY GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Sherry player can shoot at the helicopter behind the motorcycle but it
doesn't seem to matter if you do or not. Just shoot it to provoke it. Hell,
Sherry has infinite ammo here anyway.
.-------------------------------------------.
| Sherry Gun Controls |
|===========================================|
| R1/RT | Fire |
| L1/LT | Ready weapon |
| R3/right thumbstick (push) | Switch sides |
| X/A | Hold on |
| Right thumbstick | Adjust aim |
'-------------------------------------------'
NOTE: The "Hold on" command makes Sherry hold on to Jake and changes the view
to a frontal view for the Sherry player.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
--> Objective: Shake off your pursuers
The helicopter will fly in front of the motorcycle after the left turn. It
will start to fire down toward the road. Move to a side to avoid the gunfire.
Accelerate as the helicopter flies off and the road stays straight. The road
will eventually turn to the right, so coast through the upcoming turn.
Jake and Sherry will enter a tunnel and plow through boxes and small
roadblocks. Accelerate down the tunnel. They will come out of the tunnel and
hit a ramp then fly into the air and land on a building below then drop down to
the street further below. A slight cutscene will trigger.
== CITY AND HIGHWAY - CITY STREETS ==
Try to stay in the middle of the road to avoid hitting the fences near the
buildings along the sides of the street. There is a small ramp at the end of
the street, so stay to the left side to hit it. Once the characters hit the
ramp, the view will show a J'avo that will be aiming at the motorcycle with a
rocket launcher.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SHERRY GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Sherry player needs to shoot the red explosive barrel that the J'avo is
so ever conveniently standing next to in order to kill him and stop the
rocket blast. Thank god for those explosive barrels that magnetize to
enemies!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The motorcycle will land on the street below and Jake will have to drive
through a very narrow alley. The narrow alley will end at a sharp turn to the
right, but a cutscene will trigger and Jake will make the turn during the
cutscene.
-- Objective: Shake off your pursuers
J'avo on motorcycles will start to chase after Jake and Sherry. The Sherry
player needs to shoot at the J'avo in the back of the motorcycle while the Jake
player focuses on dodging obstacles up ahead.
NOTE: Be sure to coast through the upcoming obstacles. Accelerate lightly
because one touch against any type of obstacle in the road and the bike will
crash and explode.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SHERRY GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Sherry needs to shoot at the J'avo on motorcycles that follow her and Jake.
A few more will follow after the first wave of J'avo.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
A J'avo will get ahead of the motorcycle and toss cocktails down toward the
road. Watch the hand that he holds the cocktail in and dodge to his opposite
side to avoid taking damage. The street will get narrow then go back to a
wider road. Watch out for the parked cars along the right side of the street
when the street gets wide again. There will be another parked car on the left
then one on the right while the motorcycle moves ahead. The characters will
turn to the right in another cutscene eventually.
Two J'avo will be in front of the motorcycle and they will both toss a cocktail
along the right side of the road and a parked car will be on the left side of
the road at that time, so move to the far right to avoid it all.
Here is a list the cars that will be on the road when the two J'avo are on
motorcycles up ahead along with the sides of the road to move to:
Obstacle List:
Right set of cars (move left)
Left set of cars and J'avo cocktails (move right)
Middle set of cars (move either left or right)
Right set of trucks (move left)
Left set of cars and single car (move right)
Right car (one J'avo will crash) (move left)
Middle car (move right or left)
Car on both sides of street (move center)
Cars on left side of street (move right)
The final J'avo will crash before Jake and Sherry reach a ramp at the end of
the street. Stay to the far right side of the street to move up the ramp.
Keep accelerating. The motorcycle will hop the ramp then Jake and Sherry will
be driving along a wooden walkway while the helicopter flies to the left of
them. Keep accelerating as the helicopter fires on the walkway ahead of the
characters.
An explosion will occur and Sherry will fly off the motorcycle and grab the
side of the helicopter. Jake will turn around in the street up ahead and
Sherry will be hanging onto the helicopter at the opposite end of the street.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SHERRY GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Sherry player needs to keep tapping the displayed button on the screen to
maintain grip on the side of the helicopter while the Jake player races
toward her to catch her when she falls. This is not near as bad as the Sheva
hanging QTE in RE5, but there is a lot of single button tapping here!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Jake player will have to press R1/RT as the timer hand on the screen moves
through the green portion of the gauge in a QTE sequence. Jake will have to
accelerate down the street and dodge a few obstacles to get to Sherry. The
falling wooden poles will not do anything to the motorcycle, so Jake can plow
right through them.
Obstacle List:
Cars on both side of street (move center)
Car on right side of street (move left)
Cars on right side of street (move left)
Stay to the far right as the second group of wooden poles drop. Move up the
ramp on the right side to fly up into the air and catch Sherry as she falls.
NOTE: You have to accelerate FAST at this part or Sherry player will fall
automatically in single player. DO NOT COAST AT ALL.
== MORE CITY STREETS ==
--> Objective: Shake off your pursuers
Two J'avo with cocktails on motorcycles will be in front of Jake and Sherry
after the cutscene. They will toss cocktails on the road behind them just like
the last pair did.
Obstacle List:
Car on right side of street at very beginning (move left)
Car on left side of street (J'avo will crash) (move right)
Car in center of street (move left or right)
Car on left side of street (move right)
Car on right side of street (move left)
Car on right side of street (move left)
Cars on left side of street (move right)
Cars in center (move left or right)
Cars on both side and cars off to left (move center)
The helicopter will fire out missiles at a tanker.
-- Objective: Shoot the tanker
The tanker will start to tump over and J'avo up ahead will crash into the
truck. As the motorcycle gets close to the fuel truck press the buttons that
appear on the screen as the quick QTE button press indicator appears in order
to make Jake slide up under the tanker. The buttons are usually either X/A or
Square + X/X + A.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SHERRY GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Sherry player will have to shoot the fuel tank on the side of the truck.
It's red and on the right side of the truck.
******************************** SERPENT EMBLEM *******************************
Campaign: Jake, Chapter 4 [SE33]
Location: City and Highway - City Streets
In the sequence where Jake and Sherry are on a motorcycle, the helicopter will
open fire on a tanker shortly after Jake saves Sherry from falling off the
helicopter. After sliding up under the tanker, the Sherry player will have to
shoot the fuel tank on the tanker. While aiming, look toward the left side of
the street and shoot the serpent emblem on top of the sign off to the left
before shooting the tanker fuel tank.
This can only be done while playing Sherry.
*******************************************************************************
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-- Objective: Shake off your pursuers
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SHERRY GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Once again, the Sherry player will have to shoot at more of those pesky J'avo
that tailgate her and Jake's motorcycle.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Jake and Sherry will head down the road again and three J'avo with cocktails on
motorcycles will be up ahead of them this time. As usual move to the side
opposite the hand that they toss the cocktail with. The J'avo will crash on
some of the obstacles since they likely didn't read a guide that told them
every precise direction to move toward on the street ahead - hey, it happens!
Obstacle List:
Car on right side of street (move left)
Car in center of street and cars on right side (move left)
Cars on right side of street (move left)
Quickly move to the left side of the street when there are several cars on the
right side as shown above and ride up on the ramp along the left side. The
motorcycle will ride up onto a wooden walkway then crash through the wooden
window of a building and the characters will accelerate down a narrow corridor
in the building. Prepare to press the button displayed on the screen in the
QTE sequence at the end of the building when coming upon the helicopter. The
button will either be X/A or Square + X/X + A once again.
== CITY AND HIGHWAY - INTERSTATE HIGHWAY ==
Jake and Sherry will land on an interstate highway.
Obstacle List:
Van on right side of street (move left)
Car in center of street (move left or right)
Trucks on both sides of street (move center)
Car on left and truck in middle (move right or in between them)
Cars on both sides (move center)
Bus in middle (move left or right)
Car on left (move right)
Truck in center (move left or right)
Truck in center (move left or right)
Cars on both sides of street (move center)
Truck in middle RIGHT after above (move left or right)
Car in middle (move left)
Car on right (move left)
Car on left (move right)
Truck in center (move left or right)
Car on right (move left)
Truck on left (move far right!)
Truck and car in middle (on right side yet?)
Car on left (move center)
Car near left (stay center)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SHERRY GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
You know the drill by now - keep blasting the J'avo in the back of the
motorcycle. There will be a big wave of J'avo on motorcycles at the
beginning of this sequence and the very end. The AI Sherry seems to mess
this part up a bunch and a few J'avo actually kick the motorcycle when I play
Jake.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Now more pesky J'avo with cocktails on motorcycles will group in front of Jake
and Sherry and start to toss cocktails on the street behind them. Carefully
navigate through their cocktail fires. The helicopter will move down the road
then open fire on a car carrier eventually. The car carrier will drop its cars
and they will roll and bounce toward Jake and Sherry.
Obstacle List:
Rolling car on far right (move left)
Rolling car in center (move far left)
Rolling car in center and right (move left)
NOTE: The cars that fall off the car carrier can actually bounce over Jake and
Sherry if they are on the same side with them. The car bouncing might be a bit
random other than what I have above.
Accelerate toward the ramp on the back of the car carrier and ride up the ramp
then watch Jake jump that helicopter in an action cutscene!
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
________________________________
______________________________________________/ STAGE 4-2 -- POISAWAN COURTYARD
-------------------------------------------------------------------------------
== POISAWAN COURTYARD - RUINS OF COURYARD ==
--> Objective: Eliminate all enemies
The motorcycle will crash during a cutscene. Jake and Sherry will have to
fight several J'avo below while they are in the courtyard. Chris Redfield and
Piers Nivans along with the rest of the BSAA are positioned high on the nearby
building and will help to fight the J'avo in the area. They will kill the
J'avo up high while Jake and Sherry kill the J'avo below.
An Attack chopper is flying overhead and it will be firing its guns at the
characters the whole time they fight the J'avo. It's very important to get
behind a wall to avoid the chopper's fire. It will fire down at Jake and
Sherry constantly and only let up for a short while. It's best to equip a
powerful weapon such as the sniper rifle and quick shot the J'avo to quick kill
them. Spam gunfire with the handgun or Bear Commander from a distance if
needed.
If your character gets involved in too much melee, that character will be a
sitting duck for the chopper's gunfire. It's very important to stay behind a
wall and look up into the air to see where the chopper is positioned so you
have an idea of which wall to get behind. The walls will start to crumble
because of the chopper's gunfire. Move to different walls when one wall is
nearly destroyed.
NOTE: Another good place to get to avoid the chopper gunfire is up under the
green awning on the right side of the area. Facing the gap, this is off to the
right. Just stay under the awning and the chopper will have a very hard time
trying to hit your character.
J'avo and Noga-Skakanje J'avo mutations (grasshopper legs) will attack
throughout this battle. Some of the J'avo will mutate into Noga-Skakanje when
shot and some of the Noga-Skakanje hop off the overhead chopper. All of the
J'avo must be defeated in this area to finish up this part. The J'avo are
often hanging on the sides of the chopper up above. Don't worry about the
J'avo on the helicopter until toward the very end of the battle. The final two
J'avo will hang on to the sides of the chopper and must be hit with a sniper
rifle or sniped carefully with another weapon. The final few J'avo in the area
will be marked with red arrows to show what you need to finish off to complete
the area.
It's best not to try to shatter these during the actual chopper fight since
they can be broken after the battle, but there are three --TALL CRATES-- around
the area. A set of two are on the raised area with the railing on the right
side of the courtyard (right of the gap) and one more tall crate is by the gap
near that railing.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Once the fight is over, a red and yellow pole will be revealed. The Jake
player needs to swing across the pole to get to the other side of the gap below
it. Climb the ladder to the right after swinging across then walk forward to
see the exit door off to the left. Kick down the ladder on the right side of
the building to allow Sherry to move up top. Use the partner assist button to
open the door.
Follow the corridor then step out to the opposite end. Fall off the ledge
along the side of the outside walkway.
== POISAWAN COURTYARD - FRONT OF COURTYARD ==
There are two --TALL CRATES-- near the wall behind the characters after
falling. Nova-Skakanje J'avo mutations will attack and the chopper will move
back into the area above for round two! Jake has much more freedom to get up
high in this area since he can swing on the poles high up on the buildings.
The Sherry player will have to stay below and fight off the J'avo that appear.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Climb the ladder against the left wall. Break the three --TALL CRATES-- on the
back left wall. Use the partner action command near the ledge by the folded up
ladder on the side of the building to toss Sherry up above. The Sherry player
needs to kick down the ladder for Jake. Climb above the ladder and break the
four --TALL CRATES--. Kick down the ladder on the other side of the platform
then fall.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 7
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
There are three --TALL CRATES-- off to the left after falling. Move to the
other side of the building up ahead then hop over the gap by using the pole to
swing across.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- JAKE GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Jake can get on one of two rooftops now. One of the rooftops is up the ladder
to the left - the Jake player will have to swing across the poles on the right
side of the area to reach the other rooftop. Jake will have to climb a few
more ladders to reach the very top of each rooftop. There are four --TALL
CRATES-- in groups of two on each of the two rooftop areas for a total of eight
tall crates altogether.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 11
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The best way for Jake to take down the chopper is to get on the rope that the
J'avo climb down to drop from the chopper. Wait on a rooftop for the chopper
to move down to let J'avo off then blast the J'avo that cling onto the rope
below the chopper. Be sure to kill all the J'avo that fall from the rope or
they will shoot Jake while he climbs on the rope. Grab onto the rope by
pressing the X/A button then tap the Square/X button to climb the rope. The
command for grabbing the rope should appear when the rope is nearby and doesn't
have J'avo on it. Climb to the very top of the chopper while it flies. Jake
will pull up onto the cockpit window of the chopper. Aim your gun toward the
chopper pilot's head then blast the pilot. Jake will automatically take out a
magnum and aim at the pilot while on the cockpit window.
NOTE: A player will get the "Hard Choice" trophy/achievement for blasting the
pilot in the head with the magnum.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
A player will also get a medal for blasting the pilot in the head with the
magnum.
.---------.
MEDAL: Personally finish off the helicopter pilot | [ME163] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The chopper can also be taken down by firing explosive rounds at it with the
Bear Commander's alternate fire. You'll need to aim precisely most of the time
since the chopper is often high up in the air however.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
________________________________________
______________________________________/ STAGE 4-3 -- POISAWAN SHOPPING DISTRICT
-------------------------------------------------------------------------------
== POISAWAN SHOPPING DISTRICT - ALLEY ==
Follow the corridor ahead then step out into the area with the standing bikes.
Break the --TALL CRATE-- off to the right near the oil drum. Move down the
alley to the left. Hop over the roadblock then enter the area off to the left
in front of the yellow truck and break the --TALL CRATE-- there. There are two
--TALL CRATES-- near the stack of yellow pipes to the right of the truck. Move
around the left side of the truck from the back then break the three --TALL
CRATES-- on that side also. Hop over the next roadblock up ahead.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 7
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*********************************** TREASURE **********************************
Campaign: Jake, Chapter 4
Location: Poisawan Shopping District - Alley
Contents: 2000 Skill Points
After the battle with the attack chopper, Jake and Sherry will enter an alley
with bikes. After hopping over the second roadblock look off to the left to
see a chest. It contains 2000 skill points.
*******************************************************************************
Continue to follow the alley. Some J'avo will run to the left up ahead. Break
the two --TALL CRATES-- to the left of the green dumpster.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*********************************** TREASURE **********************************
Campaign: Jake, Chapter 4
Location: Poisawan Shopping District - Alley
Contents: 5000 Skill Points
While in the Shopping District Alley, after hopping over the second roadblock,
two tall crates will be on the left wall up ahead. There is a green dumpster
across from the two tall crates. On the other side of the dumpster, there is a
chest that contains 5000 skill points.
*******************************************************************************
Two more --TALL CRATES-- are behind the yellow truck along the right side of
the alley.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
******************************** SERPENT EMBLEM *******************************
Campaign: Jake, Chapter 4 [SE34]
Location: Poisawan Shopping District - Alley
Once Jake and Sherry finish off the attack chopper, they will enter an alley
with many pickups along it. After moving past the second treasure chest that
is behind a green dumpster off to the right, players will notice a red and
white car toppled over on its side behind a roadblock to the left. Move behind
that toppled car and there is a white car with its headlights on. This serpent
emblem is on the windshield of that car - the passenger's side.
*******************************************************************************
Hop over the next roadblock up ahead then break the two --TALL CRATES-- near
the right wall behind it. Follow the corridor as it moves to the left and then
use the partner assist button to open the door at the end to get to the next
area.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_______________________________
_______________________________________________/ STAGE 4-4 -- SHOPPING DISTRICT
-------------------------------------------------------------------------------
== SHOPPING DISTRICT - STREET ==
--> Objective: Get through the shopping area
Jake and Sherry will start out in a narrow alley. A group of J'avo will walk
down the street directly ahead. If you're playing with an AI partner in solo,
the AI partner will likely alert the J'avo. Players can allow them to continue
to walk down the street then run up behind them and hit them with a stealth
melee from behind (hit R1/RT while behind the J'avo). From the start, don't
move and they might walk on down the street and ignore the characters.
There is a --GREEN HERB-- on a crate off to the right while stepping out of the
entrance corridor. Find the --WOODEN CRATE-- off to the left while stepping
out of the corridor and a --TALL CRATE-- behind the stack of crates to the
right.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Small Crate x 1, [ ] Tall Crate x1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Many of the J'avo will begin a mutation process where they will form Chrysalid
shells once they have been damaged in this area and the next few areas. They
will mutate into Strelats while inside. Keep in mind that the shells can be
destroyed before they hatch into Strelats by blasting them with whatever
firepower or attacks your character can hit them with. They will not leave
behind any items once the Chrysalids have been broken however. Like in other
areas, a Strelats will leave behind a treasure worth 1000 skill points once
defeated.
It's best to hit Strelats with your most powerful weapon to get rid of them
quickly (magnum or sniper rifle). Bear down on them with firepower and spam
them with shots to kill them quickly. They can be set up for melee by running
at them and hitting them with Jake or Sherry's knee attack. Jake's homing
cobra strike (hold L1/LT then press R1/RT) will set them up for melee as well.
Once they are stunned, walk up to them to get a button prompt for a melee.
Find the ladder on the right side of the area and climb it then climb the sign
at the top to pull up to an area with two --TALL CRATES--. They both contain
random items just like all the other tall crates.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Another group of J'avo are down the street up ahead. Watch them from a
distance and notice how they pace back and forth - they can be snuck up on and
instant kill melee'd. Many of these J'avo have machine guns and one has a
gatling gun. Be sure to take cover behind the nearby walls so avoid their
gunfire or roll out of the way of their gunfire. You can just rush them with
brute force and take the damage then hit them as always. There are two --TALL
CRATES-- near the large crate and wooden tables in the middle of the area and
there are two more --TALL CRATES-- by a burning car in the back of the area.
Look on the large crates near the tall crates in the middle of the area to find
some --7.62 NATO AMMO--.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 7.62mm NATO Ammo
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
After finishing with the J'avo, find the gate door on the left side of the area
where the second group of J'avo were stationed. It has a bar over the back of
it that locks it from the inside. Find the ladder on the left side of the
area.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- JAKE GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Jake player needs to climb the ladder then the next ladder up above the
first to get up on the high sign. While standing across from the pole with the
red cloth wrapped around it, the Jake player will get a swing button prompt.
Swing over to the platform up ahead. Run to the left then fall to drop behind
the locked door. Walk toward it and remove the bar so the Sherry player can
enter the alley.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Chrysalids from the last battle will start to mutate while Jake is on the
other side of the door so some Strelats will likely be attacking the Sherry
player by the time Jake unlocks the door. Follow the corridor behind the door
and break the two --TALL CRATES-- near the exit door at the end. Open the
green door at the end of the corridor with the partner action command.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== SHOPPING DISTRICT - MARKETPLACE ==
When Jake and Sherry move ahead, a group of J'avo will exit the door on the
other side of the area (back right) and attack. Players can get the drop on
them by climbing the ladder up ahead - they will be in perfect view from the
top of the awning up the ladder for blasting the group with explosive rounds.
Some of these J'avo will mutate into Chrysalids that spawn Strelats just like
the last few groups. A good method to use to kill them all quickly from below
is to toss a flash grenade then hit them with a frontal heavy stun melee (Coup
De Grace) while they are stunned - think of the flash grenade as a power pellet
and your character as the Pac-man. Gobble up those ghost monsters!
Once the J'avo are finished, find the door at the other end of the area (right
side). Three J'avo with swords will drop from the high wall on the other side
of the door. They will spawn when a player gets near the door so they might
just join the other J'avo. Either way, be ready for them while opening the
door if they haven't spawned yet.
== SHOPPING DISTRICT - ALLEY ==
Get to breaking the two --TALL CRATES-- by the left wall. Kick through the
next door with the partner command.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== SHOPPING DISTRICT - STAIRWAY ==
Move up the stairs. At the top of the second set of stairs, there are two
--TALL CRATES-- to the left.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Find the treasure box off to the left at the top of the fourth set of stairs
and open it for some extra skill points.
*********************************** TREASURE **********************************
Campaign: Jake, Chapter 4
Location: Shopping District - Stairway
Contents: 4000 skill points
Once Jake and Sherry enter the stairway area in the Shopping District, find the
box off to the left at the top of the fourth set of stairs and open it to find
4000 skill points.
*******************************************************************************
When Jake and Sherry reach the top of the stairway, step out toward the tall
crate off to the left up ahead before moving toward the ledge. Break the two
--TALL CRATES-- in the surrounding area. There is a ++SHOTGUN++ in the open
locker to the left of the first tall crate.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] ++SHOTGUN++
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== SHOPPING DISTRICT - SECOND STREET ==
The player that hops across the gap to get to the next walkway will fall below
shortly - the walkway will break on the other side of the gap. The player that
is left behind up top will have to fall to the walkway below the current ledge
and make their way across the area along the rooftops.
=-=-=-=-=-=-=-=-=-=-=-=-=-=- BOTTOM PLAYER GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-
The bottom player will fall off the walkway that the character hops over to and
then hit the awnings on the way down before hitting the ground. J'avo will
attack immediately after the player lands. These J'avo can mutate into Ruka-
Khvatanje with an insect-like arm if they are damaged in the body or arms with
bullets. These J'avo mutations can be very dangerous from a distance. They
grab from long range with their long arm then slam a player to the ground -
this grab cannot be countered. Be sure to ground them quickly with a quick
shot from the sniper rifle or stun them with a flash grenade then hit them with
frontal heavy stun melee.
******************************** SERPENT EMBLEM *******************************
Campaign: Jake, Chapter 4 [SE35]
Location: Shopping District - Second Street
After Jake and Sherry reach the top of the stairway in the Shopping District
area, one of them will have to hop across a gap and that character will fall
below. There is an overturned bus up ahead and some crates to the left of it.
Move behind the big crates off to the left and this emblem will be on the crate
in the open area behind the first crate. It's low enough to where a player can
hit it with a melee.
*******************************************************************************
Pick up the --7.62 NATO AMMO-- on the green stand off to the left while moving
down the street. Break the two --TALL CRATES-- on the right side of the area
further ahead. There are also two more --TALL CRATES-- near the row of green
stands up ahead. Watch out for J'avo on the overhead rooftops. Hopefully your
partner will help out in killing them. If not, look up and shoot the high
J'avo yourself.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 7.62mm NATO Ammo
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
There is a group of several J'avo at the end of the street and all of them have
either a machine gun or a gatling gun. Get behind a crate and shoot at them
from a distance. There is also a corridor along the left side of the area that
can be moved through in order to get closer to them. A flash grenade explosion
can help to blind them all so your character can shoot them without having to
worry about their gunfire. Some of the J'avo will form Chrysalid shells then
mutate into Strelats if the shell is not broken - these mutations are all
scripted.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- TOP PLAYER GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=
The top player will have to drop to the wooden walkway below the top ledge.
Drop to the next lower walkway then move across the middle walkway toward the
opposite building. Two J'avos with heavy machine guns will be on two high
platforms up ahead. Take out the sniper rifle and shoot them from a distance.
Run back and take cover on the middle walkway if needed.
Drop down to the next lower walkway. Slide up under the sign ahead then climb
the ladder. Don't drop off the walkway directly ahead after climbing the
ladder. Look to the right and hop across the gap to the platform on the other
side. Fall to the red and white awning below. Break the two --TALL CRATES--
off to the left and grab the --GREEN HERB-- near the tall crates. Fall off the
ledge to the right (on the bamboo poles) to drop to the alley in the back of a
locked door. Unlock the door for your partner.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
There is a gate at the end of the street that is locked. The top player should
unlock that gate for the bottom player while up high. Go through the gate
doorway to continue.
NOTE: If the top player does not unlock the gate, the Jake player must walk
over to the broken ladder off to the left at the end of the street and toss the
Sherry player up above so that she can fall behind the gate and unlock it from
the other side. Sherry can't toss Jake up because... well, it hardly ever
works that way.
== SHOPPING DISTRICT - CORRIDOR TO LADDER ==
There are two --TALL CRATES-- in the middle of the corridor. Run to the end of
the corridor and climb the red ladder at the end.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
******************************** SERPENT EMBLEM *******************************
Campaign: Jake, Chapter 4 [SE36]
Location: Shopping District - Corridor to Ladder
After Jake and Sherry get past the street where they separate, they will enter
a corridor that leads to a red ladder. While standing near the red ladder,
look through the hole on the right side of the crates to see this emblem lying
on a platform of a stand in the background. Shoot it from a distance. A
player can also look off the top walkway railing and shoot the emblem from up
high.
*******************************************************************************
== SHOPPING DISTRICT - HIGH WALKWAY ==
Run to the right and hop over the bamboo poles along the walkway then drop from
the ladder at the end. There are three breakable --TALL CRATES-- behind the
ladder. Open the door at the bottom using the partner action command.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== SHOPPING DISTRICT - END OF STREET ==
Don't move directly ahead just yet. Run over to the back left portion of the
area and break the two --TALL CRATES-- in front of the large wooden crates that
block the road.
When a player moves directly ahead, a cutscene will play. There is a third
--TALL CRATE-- on the far right side of the area while moving ahead, but the
cutscene will play before reaching it. You'll need to break it afterwards.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Objective: Defeat the B.O.W.
BOSS BATTLE
- - - - - -
U B I S T V O =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
------------------------------------------------------------------ BOSS ATTACKS
o Horizontal Swing - Ubistvo strikes forward with his chainsaw arm. This
attack instantly kills if a player doesn't tap the X/A button to fight
Ubistvo! There will be no dying status! Sometimes he just instantly kills
with this move without having the option to struggle.
o Spinning Strikes - Ubistvo lunges forward then performs two turning side
strikes with his chainsaw arm. This attack covers a wide range and gets him
close to the characters quickly. This attack causes dying status.
o Chainsaw Overhead Strike - Ubistvo stop and revs up the chainsaw blade then
hops forward with an overhead strike. This attack causes dying status.
o Chainsaw Downward Strike - Ubistvo plunges his chainsaw into the ground to
hit a grounded character. This attack instantly kills.
o Berserk Mode - Ubistvo moves forward and swings his chainsaw wildly from side
to side. The amount of times he will swing is random. This attack is his
worst attack since it's so sudden. It looks just like a single swing from
the beginning then it's just like he all of a sudden yells "RARRR, BITCH!"
and keeps on moving forward while swinging. This attack causes dying status.
-------------------------------------------------------------------------------
Well, what do we have here? Ah, a chainsaw! It's not a Resident Evil these
days without the chainsaw, right? It still reminds of us of the main series
game that stripped the franchise of zombies. Because of this, a chainsaw is
like a source of fear to many old-school RE fans!
NOTE: The surrounding area will catch on fire during this battle. This limits
movement slightly. The middle area has a ladder that can be climbed to get up
on some stands and a bamboo bridge above. This can help out for co-op play.
Ubistvo may look threatening, and he actually can be dangerous when he manages
to get close, but his health is very low if you exploit his weaknesses. His
main weak point is his head and his chainsaw arm and every shot to his head or
chainsaw arm with any weapon will damage him greatly. Ubistvo will eventually
get stunned when he is shot in the head several times and a player can run up
and melee attack him. Blast him in the head or in the chainsaw arm with the
handgun or some other weak weapon. It's not really worth using the magnum for
this battle since he's too easy to dodge. Blasting him in his head will set
him up for a melee attack often.
Ubistvo has many sudden attacks where he will move forward quickly and strike
with his chainsaw arm. Most of his attacks cause instant dying status, so stay
away from him all times. His close range single swing attack will instantly
kill a player if the button QTE from that attack is failed. The main thing
that makes Ubistvo dangerous is that he has a sudden berserker attack where he
will run forward and swing wildly with his chainsaw several times in a row.
The amount of times that he will strike and the distance he will cover is
random. Because of this, it's best to move away the moment he gets too close.
It's a good idea to keep a crate in between your character and Ubistvo just in
case he decides to come charging forward. He has a slight bit of
unpredictability and can easily catch a player off guard with his sudden
attacks from close range at times. Be sure to watch him closely when he gets
in close range.
When Sherry yells out "Now's our chance", run up to Ubistvo and melee attack
him and Jake will take the pipe out of his body and stab him with it. The
Sherry player will have to melee attack the boss afterward. She will take out
her stun rod and hit the boss. Ubistvo will drop --4000 SKILL POINTS-- after
falling. Not so tough anymore eh, champ!?
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- - - - - - - -
END BOSS BATTLE
== SHOPPING DISTRICT - END OF STREET (AFTER THE BATTLE) ==
Find the corridor in the back of the area near the burning oil drums then
follow it to the end. A plane will fly by overhead. Break the five --TALL
CRATES-- near the exit door then use the partner assist button to open the
door.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 5
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_________________________________
_____________________________________________/ STAGE 4-5 -- AIRPLANE CRASH SITE
-------------------------------------------------------------------------------
== AIRPLANE CRASH SITE ==
BOSS BATTLE
- - - - - -
U S T A N A K =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
------------------------------------------------------------------ BOSS ATTACKS
o Arm Grapple - Ustanak can grab up to three characters during this battle. He
can grapple them with his metal arm or grab them from close range. Once
grappled, he will put the first character into the trap on his back. He can
hold another character with his metal arm and another character in his
regular arm. When a character is held in his normal arm a partner assist
melee can be done to Ustanak to free that character. When a character is
placed in his trap on his back that player's life will slowly drain, so shake
the left thumbstick to break out then quickly tap the button as the meter on
the screen moves by the green areas. Ustanak will grab from short range and
long range with his mechanical arm.
o Dashing Ram - Ustanak runs forward and rams. This will knock a player
straight to the ground.
o Grapple Arm Slap - If a player gets behind Ustanak when his back is turned,
he will turn and slap the area behind him with his grapple arm.
o Punch - From close range, Ustanak will punch with his normal arm.
o Kick - From close range, Ustanak will run forward and kick.
o Grenade Toss - Ustanak tosses a hand grenade forward. This can hit all four
characters at once obviously.
o Arm Cannon - Ustanak points his gun arm toward a player then blasts that
player. This shot is much like a long range shotgun blast. It will knock a
player down (Ustanak will only perform this attack once he attaches his gun
arm during the second fight with him).
-------------------------------------------------------------------------------
--> Objective: Take down Ustanak
And here you thought we left him six months back? Some relationships are more
long-term then you think I'm afraid.
This battle is another cross-over segment where four players join forces. Leon
Kennedy and Helena Harper will help out Jake and Sherry during this battle.
Ustanak has a TON of health for all phases of this battle since he is clearly
outnumbered.
Ustanak can be a total beast in this battle with the way he can treat all four
characters. Do not let him grab your character or he might place your
character in the trap on his back. The character's health will slowly drain
and the player will need to shake the left thumbstick then a QTE sequence will
appear - input the button tapping with the correct timing in order to break
free. Ustanak can hold three characters at once during this battle - one in
his back trap, one in his metal arm and one in his regular arm. And this guy
can even kick at the fourth player while holding the other three - now that's
some determination!
Other than the grabbing and the grenade tossing, Ustanak fights the exact same
way as he did in the first battle with Jake and Sherry. Be sure to roll to
dodge his attacks if he ever gets too close - don't just rely on moving to the
side all the time. He can grab from long range by sending out his mechanical
arm, so dodge to the side when he does this.
Because of his tremendous amount of health, it's a good idea to take advantage
of the explosive canisters that lie in crates on the surrounding containers.
Some of the containers with explosive canisters are blocked off until later in
the battle. The explosive canisters are all inside metal crates that must be
pushed over from the top of one of the surrounding containers. Look off to the
left and there is a ladder on the side of a dark colored container. Climb up
the ladder then use the X/A button to push off the crate full of explosive
canisters. Break the three --TALL CRATES-- on this container then hop over to
the container across from them and break the three --TALL CRATES-- on that side
as well.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 6
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
Push off all the metal crates that have explosive canisters inside them during
this battle and shoot them all to make them explode to gain an extra medal at
this end of this chapter.
.----------.
MEDAL: Blew up all the fuel tanks at the crash site | [ME145-1]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NOTE: Be careful about getting up on the containers throughout this battle
since Ustanak can hop up onto a container and corner a player on the container
- this can get very bad. Just because your character is pushing a metal crate
doesn't mean that character is invincible!
There is another crate full of canisters on the container further in the back
of the area on the left side. Find the forklift next to the container and
press the red button on the forklift to lower the pallet on it. Get up on the
pallet then pull up to the container using the X/A button. There are a total
of six --TALL CRATES-- off to the right on the container. They are in groups
of three. There are two metal crates full of explosive canisters near the left
edge of the container - push them both off.
NOTE: One explosion from a pair of canisters will not be close enough to set
off the other - they can both be detonated with a short separately. This goes
for ALL groups of canisters THROUGHOUT this battle.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 6
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Once all the explosive containers have been pushed down, hop back below and
lure Ustanak toward each of the sets of explosive containers. Blast one of the
containers in the group with a weak weapon to damage Ustanak heavily. These
explosions take a BUNCH of health from him. It's much better than using
precious magnum ammo for him for now. After the three explosive barrels have
damaged him, he should be near the point of leaving for a short while. Blast
him with the sniper rifle or shotgun to weaken him until he staggers then hops
on top of a container. He will hop behind the container then run off. Haha,
that's right!
The camera will show a steel wall in the back of the area. Alright, now
everyone run to the wall that appears to have no obvious help on the other
side! The Jake player will need to stand next to Sherry and boost her over the
wall. Helena will have to boost Leon over the wall. Both Leon and Sherry
players will have to do something different here while Jake and Helena wait.
NOTE: The partner assist command for helping the partner will not appear until
standing up against the steel wall in between the characters that have to hop
over the wall. It doesn't appear while standing directly in front of the wall
across from the character that you need to help. Strange.
=-=-=-=-=-=-=-=-=-=-=-=-=-=- LEON AND SHERRY GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-
Leon and Sherry will have to lift open the back portion of the bus behind the
steel wall. The Leon player will have to hotwire the bus from the back. The
Leon player has to go through a precision button tap QTE sequence where the
player must time all button presses that display as the indicator moves by the
green portions of the gauge on the screen. The Sherry player needs to move to
the driver's seat of the bus (right side) and drive start the bus up by
pressing the QTE button tap that appears. The Sherry player will remain in the
bus until it crashes.
NOTE: There are some breakable objects that Sherry and Leon can get in this
area, but I don't mention them until later so all players can get them.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=- JAKE AND HELENA GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-
--> Objective: Take down Ustanak
Ustanak will hop out toward the container to the right of the wall with a brand
new arm and start to fight Jake and Helena after the cutscene. Don't blast
Ustanak while he is above. Wait for him to fall down then start to shoot him.
It's a good idea to not attack him much during this part of the fight since
your weapons do very little damage considering the tremendous amount of health
that he has. It's best to wait until the path to more explosive canisters is
opened with the help of Leon and Sherry. Ustanak only has a new gun shot
attack with his gun arm during this battle but it has some good range. Run or
dodge roll to the side to dodge the blast when he points the gun your way.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
After a while, a bus will plow through the steel wall where Leon and Sherry are
at and the bus will open the way (damage barricades) to several more crates
full of explosive canisters when it moves out of the wall. The explosive
canisters will once again provide a great way to damage Ustanak to save ammo
and damage him heavily!
NOTE: The bus can knock over the Jake or Helena player by hitting them but it
will not take damage or kill them.
Now, let's talk about tall crates and metal crates full of explosive canisters.
The steel wall area that Leon and Sherry were behind is now open, so rush in
that direction and break the --WOODEN CRATE-- and --TALL CRATE-- behind the
large green crate in the back and then break the two --TALL CRATES-- across
from them.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Find the yellow truck along the side of the area and move behind it. Break the
--TALL CRATE-- near the barred container to the left and the two
--TALL CRATES-- off to the right. Further in the back is one more --TALL
CRATE-- near a car and then while moving to the far left in the back there is
another --TALL CRATE-- beside the red crate with the ladder on it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 5
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*********************************** TREASURE **********************************
Campaign: Jake, Chapter 4 AND Leon, Chapter 4
Location: Airplane Crash Site
Contents: First Aid Spray, 5 Remote Bombs
While fighting Ustanak during the four-way crossover fight with Leon, Helena,
Jake and Sherry, players will eventually drive off Ustanak then Leon and Sherry
will hotwire a bus and drive it through a steel wall. Once this sequence has
taken place, the right side of the area will open up. Find the red crate with
a ladder on both sides of it in the new area (it has yellow framework above it)
and approach the side without ladders to get a partner assist button prompt.
All FOUR characters have to move near the crate and press the partner assist
button in order to push it against a big container in the back of the crate.
Climb either of the ladders on the sides of the crate then hop off the back
portion of the crate to land on the container behind it. There is a --TALL
CRATE-- to the right and there are three --TALL CRATES-- to the left. Move
toward the far left side and approach the furthest ledge on that side to get a
button command prompt for a jump. Leap over to the tall crate with the wooden
pallet on it then turn to the left and leap over to the red container. Find
the closed suitcase lying on the wooden crates on this container and open it to
find four --REMOTE BOMBS-- and a --FIRST AID SPRAY--.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Remote Bomb x 4, [ ] First Aid Spray
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 5
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*******************************************************************************
After moving past the barred container and stepping by a blue container to
enter the back portion of the middle area, find the forklift off to the left
and press the red button on it to lower the pallet on it. Get on top of the
pallet and climb up to the top of the barred container. There are a total of
four metal crates with explosive canisters inside of them up on the containers.
Push them all off if Ustanak is not nearby to set a trap for him. Leap over to
the barred container that is out toward the middle of the area and break the
--TALL CRATE-- on it then push off yet another metal crate filled with
explosive canisters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Run toward the bus that plowed through the steel wall earlier. Look along the
left side of the bus to find a ladder. Climb the ladder to get on the bus then
leap over toward the container across from it (right side of the bus) and then
leap to the next container to the right and break the three --TALL CRATES-- and
one --WOODEN CRATE--.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Now that we've done destroyed all breakable objects in the area, its time to
get rid of Nemesis 2012. Lure Ustanak toward the explosive canisters that were
knocked down earlier and blast the explosive canisters to damage him badly.
Ustanak likes to hop on crates much more often now that he has a gun arm. He
will hop on top of them and fire at the characters or toss hand grenades at
them from up high. Most of his attacks are long range while he has his gun
arm.
Ustanak will eventually hop on top of a crate and take off his gun arm then
replace it with his grappling arm. After he is damaged some more after that,
he will take off his grappling arm and will fight with only his regular arm for
the rest of the battle. He will be much faster and will start to ram more
often again. He is nearly defeated one he only have one arm, so continue to
blast him with a high powered weapon or shoot the explosive canisters nearby if
there are still any in the area. A cutscene will trigger once Ustanak has been
defeated.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- - - - - - - -
END BOSS BATTLE
== AIRPLANE CRASH SITE (AFTERMATH OF THE BATTLE) ==
--> Objective: Head for mission objective
Jake and Sherry will start out next to the burning tower after the battle.
Walk through the gate doors off to the right and break the three --TALL
CRATES-- spread around the containers then fall into the hole with the blinking
red lights up above it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== AIRPLANE CRASH SITE - MAINTENANCE CORRIDOR ==
Open the door to the left in the new corridor. I know you are just dying to
break the two --TALL CRATES-- inside. Leave that room and follow the corridor
ahead. There is one more --TALL CRATE-- at the end of the corridor so run down
the corridor and slide into that sucker.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Open the door at the end and break the two --TALL CRATES-- and --WOODEN CRATE--
then collect the --GREEN HERB--. Use the partner assist button to open the
door off to the right in order to enter the next area.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
________________________________
______________________________________________/ STAGE 4-6 -- STILT HOUSING AREA
-------------------------------------------------------------------------------
== STILT HOUSING AREA - FLOODED AREA ==
--> Objective: Shake off your pursuers
The Jake player will automatically be controlling the wheel of the flat boat
that both Jake and Sherry are moving down the river on. Use the left
thumbstick to turn the boat in order to miss the obstacles in the water up
ahead. It doesn't matter which way a player rotates the thumbstick - just
turning it one way is enough!
NOTE: If the boat hits an obstacle, a player will have to walk to the back of
the boat and restart the engine. A precision QTE button tap sequence will
appear.
The Sherry player needs to shoot at the Noga-Let J'avo that fly toward the
boat. Shoot at the J'avo body on the bottom of the Noga-Let to damage them
quickly. It pays to switch your handgun to 3-shot burst fire and blast them or
shoot them with the Bear Commander.
Turn to the left to dodge a boat up ahead. Turn to the right to avoid a group
of small boats and a sign. A burning boat will tump over up ahead so turn left
to steer away from it. Jake and Sherry will arrive at a submerged Pagoda
building. They can leap over to the rooftop of the building from the boat.
== STILT HOUSING AREA - PAGODA BUILDING ROOFTOP ==
Break the two --TALL CRATES-- off to the right up ahead. As Jake and Sherry
move ahead, Ubistvo will break through the wooden portion of the left wall up
ahead during a cutscene.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Ubistvo is no different from the last battle with him. Stay at a distance from
him and shoot him. This battle can get a bit harder than the last Ubistvo
battle since several J'avo will spawn in the back of Jake and Sherry as Ubistvo
moves closer. This is a good time to take out the Bear Commander assault rifle
and switch to its explosive round alternate fire for some great crowd control.
Blast the J'avo groups with explosive rounds. Try to work all enemies together
so the explosive rounds damage them all. The J'avo will mutate into Ruka-SRP
(big arms) and Noga-Let (wings) during this battle when shot in the arms or
legs.
When firing on Ubistvo alone, aim for his chainsaw arm and blast him there to
stagger him. Hitting him in the head will still stun him but it's hard to hit
him with such a crowd of J'avo around him. Blasting his chainsaw arm will make
him stagger eventually. Once his health is drained, Ubistvo will get knocked
against a sign and fried during a cutscene.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* Some person with a red shirt is helping during this fight. Look up on the
stack of steel beams attached to an overhead crane to see this person. After
the battle, the person will still be up on the beams, but you can't make out
the red shirt. Hmm.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Move to the other end of the rooftop. Break the --WOODEN CRATE-- and the
--VASE-- off to the right before stepping down the ramp at the end. Leap over
to the next flat boat by jumping off the right side of the ramp.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Crate x 1, [ ] Vase x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== STILT HOUSING AREA - FLOODED AREA ==
One player will have to start the engine of the boat before either player can
steer this time. Walk over to the crank in the back of the boat and interact
with it. A QTE sequence will appear. Press the displayed button and time it
to when the indicator moves by the green areas on the gauge that appears.
NOTE: Just like before, if the boat hits an obstacle, restart the engine by
interacting with it and then use the QTE precision button tap sequence to get
the engine going again.
Notice the strange glow below the water? That glow will move toward an object
and the object will fall in front of the boat.
One player needs to steer the boat just like last time. In single player, the
actual player will have to start the boat and drive it this time. Steer to the
right to avoid the falling steel column. Steer to the left further ahead to
dodge the next falling steel column. The players will be free to move after
steering away from the second column. Watch out for the steel beams that are
connected to the overhead crane by a rope - they will move back and forth over
the boat. Stay at the back of the boat until the steel beams moves to the left
and then back to the right then move to the front of the boat to continue to
dodge them.
NOTE: If the stack of beams hits a player it will cause immediate dying status.
That strange glow in the water will move beside the boat as the boat hits
another boat and stops. Ubistvo will hop out of the water!
--> Objective: Defeat the B.O.W.
Wow, you're getting just about as predictable as that buffed up Jason Voorhees
thing!
Ubistvo is the same as all other times that Jake and Sherry have fought him.
You really need to hit him with your most damaging weapons this time though
since there is little room to move on the boat. If you have remote bombs then
place them on the boat and make him run across them then trigger the bomb to do
some massive damage to him. Other than remote bombs, blast him with the magnum
or explosive rounds from the Bear Commander assault rifle. Try to aim for his
head when shooting him, but really just shooting his chainsaw arm by now is the
best since you don't have too much time to aim.
Be sure to stay on the run during this battle. Don't take chances on reloading
when he is midways from your character. He will speed up suddenly and corner
your character at one end, and that is something you don't want. A cutscene
will trigger after he is damaged enough to end the battle.
The boat will arrive at a dock and a cutscene will play. After the cutscene,
that Thomas Hewitt reject (Ubistvo) will trap Sherry on the boat as she tries
to get off. Both the Jake player and the Sherry player do not have to damage
Ubistvo here. The Sherry player only needs to dodge him for a few seconds. A
cutscene will trigger before too long.
Yeah, that's right, Ubistvo, Leatherface you are not!
== STILT HOUSING AREA - DOCK ==
--> Objective: Head for mission objective
Alright, if he comes back from that then... well, just don't think about it.
Climb up the ladder ahead and move along the top walkway. Follow it to the end
then use the partner assist button to open the double doors down the left
corridor to trigger a cutscene that will end this chapter!
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
\_____________________________________________________________________________/
/ __ _ __ _ \
\ \ __ _ | | __ ___ \_________________// _\| |__ ___ _ __ _ __ _ _
\ \ / _` || |/ // _ \/ JAKE CAMPAIGN \\ \ | '_ \ / _ \| '__|| '__|| | | |
/\_/ /| (_| || <| __/\_________________/_\ \| | | || __/| | | | | |_| |
\___/ \__,_||_|\_\\___|/ \\__/|_| |_| \___||_| |_| \__, |
\________________________________________________________________________|___//
/ \
-- RANKING REQUIREMENTS JAKE, CHAPTER 5
.-----------------------------------------------------------------------------.
| RANK | ACCURACY | DEATHS | CLEAR TIME | ENEMIES ROUTED |
|=============================================================================|
| A | 70% or more | 2 or less | 55 minutes or less | 5 enemies or more |
| B | 60% | 3 | 85 minutes | 3 enemies |
| C | 50% | 5 | 110 minutes | 2 enemies |
| D | 49% or less | 6 or more | 111 minutes or more | 1 enemies or less |
'-----------------------------------------------------------------------------'
.--------------------------------------------------------------.
| POINTS RECEIVED PER RANK |
|==============================================================|
| RANK | A | B | C | D |
| POINT AMOUNT | 25 points | 20 points | 15 points | 10 points |
'--------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| TOTAL RANK POINTS FOR FINAL SCORE |
|=============================================================================|
| RANK | S | A | B | C | D | E |
| TOTAL POINTS | 100 pts | 90 pts | 75 pts | 55 pts | 45 pts | 44 pts or less |
'-----------------------------------------------------------------------------'
[JM05]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
C H A P T E R 5 - T H E I R L A S T E S C A P E
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
July 1, 2013
Chinese Waters
___________________________________
___________________________________________/ STAGE 5-1 -- UNDERWATER FACILITY 1
-------------------------------------------------------------------------------
== UNDERWATER FACILITY 1 - HOLDING AREA ==
--> Objective: Get back your weapons
Jake and Sherry will start out in a cell. They will be freed from their
confines as the player takes control of them. Walk over to the window beside
the cell door and use the X/A button to look into the outside room. A cutscene
will trigger as the characters notice their weapons.
The camera will shift to a view of an air duct above the cell area. The Jake
player needs to walk over to the wall below the air duct and use the partner
assist button to boost Sherry up to the air duct. If the Jake player walks
over to the right of the cell door, the player will get a X/A button prompt to
view Sherry as she sneaks along the vent up high.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SHERRY GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
After the Jake player tosses Sherry up to the air duct, enter the vent by
pressing the X/A button then crawl through it. Pressing the X/A button will
make Sherry crawl faster, but it will also use her one block of her stamina per
usage. The Sherry player will be attacked by a Rasklapanje while crawling
through the vent. Sherry will automatically fall out of the vent once the
Rasklapanje steps out in front of her.
The Sherry player should run over to the **WEAPONS** on the table and grab
them. Do not fight the Rasklapanje alone with Sherry. Move over to the cell
door and take out Sherry's handgun then blast the lock on the side of the door
where it says "Locked" and this will unlock the door to where the Jake player
can get out. Sherry will give Jake his weapons.
NOTE: If the Sherry player keeps stalling outside the cell instead of shooting
the lock on the door, Jake will keep repeating the same phrase over and over
until the Sherry player unlocks the door. "Hey, break down the door... Save me
from climbing through those air ducts!" It get so incredibly annoying, so be
sure to rescue him quick for your own sanity.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
--> Objective: Defeat the B.O.W.
Rasklapanje enemies separate as they are damaged. They can throw off their
arms and make them attack players. Once a Rasklapanje is damaged, it will
split in half. The torso and the legs will attack a player at that time. All
parts of them can be knocked out and players will receive items for knocking
them out, but they cannot be truly killed. They will revive in a few minutes,
but Jake and Sherry will likely be gone by then. Rasklapanje spawn throughout
the facility.
The Rasklapanje in this room must be defeated in order to proceed. Blast it
with any weapon. Weaker weapons will take more hits. Explosive rounds can
help out when several portions of this creature attack at once. For this
Rasklapanje, use the Bear Commander's assault rifle or the Shotgun to knock out
all parts of it easily. To accomplish the objective, all the characters have
to do is split the first Rasklapanje apart.
--> Objective: Escape from the Underwater Facility
There are two pickups of --9MM AMMO-- on the table where Sherry collected the
guns from. Before leaving through the door up ahead, run to the right side of
the outside portion of the holding cell that Jake and Sherry were in and break
the --METAL TALL CRATE-- next to the locked door. Use the partner assist
button to open the door with the green control panel next to it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Metal Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
******************************** SERPENT EMBLEM *******************************
Campaign: Jake, Chapter 5 [SE37]
Location: Underwater Facility 1 - Holding Area
Once Jake and Sherry get their guns back, reenter the holding cell that they
were trapped inside and look up toward the pipe in the corner to the right of
the air duct that Sherry was boosted up to in order to see this serpent emblem.
Shoot it from below.
*******************************************************************************
== UNDERWATER FACILITY 1 - ROOM B ==
Run down the corridor ahead. Break the --METAL TALL CRATE-- on the far right
wall of the next area. Move over to the elevator controls and examine them.
The power has been rerouted to the incubation chamber and the character must
activate the reserve battery. There are two levers on both sides of the
outside portion of the elevator. Both characters should stand by them and use
the partner assist button to pull on the levers.
--> Objective: Restore power to the elevator
Pulling on the levers will activate **RESERVE BATTERY 1**. The elevator will
only be at 25% charge after activating the first reserve battery, so more must
be found - four in total. Walk over to the door across from the elevator and
both characters should use the partner assist button to activate the buttons on
each side of the door. Jake and Sherry will walk out onto a catwalk with a
lift platform that moves up and down. Go ahead and jump over to the lift
platform and ride it to Room E up above. Jump to Room E from the lift
platform.
== UNDERWATER FACILITY 1 - ROOM E ==
A Rasklapanje is in this room. Knock this one out with gunfire then use the
two levers in the room to activate **RESERVE BATTERY 2** and place the elevator
at 50% charge. Room C will open below and the lift platform will now go to
that room. The door that Jake and Sherry just jumped through will be closed.
Move through the corridor on the back side of the room (to the left of where
the characters came in).
== UNDERWATER FACILITY 1 - ROOM F ==
The characters will come to a T-intersection after turning to the left at the
end of the corridor. Go to the left and grab the --12-GAUGE SHELLS-- on the
control panel off to the side.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 12-Gauge Shells
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* To the left of the control panel with the 12-Gauge Shells is an incinerator.
If a Rasklapanje hand follows the characters over to the control panel, press
the R1/RT button while standing over the hand (and receiving the button
prompt) to perform a special kill here. Your character will pick up the hand
and toss it into the incinerator then turn it on!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Run back to the intersection and move down the other corridor. Step off to the
right and the characters will enter a lab area. Pick up the --9MM AMMO-- from
off the desk to the right. There is a --GREEN HERB-- in the second
refrigerator on the right side of the room - break the glass to retrieve it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo, [ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
******************************** SERPENT EMBLEM *******************************
Campaign: Jake, Chapter 5 [SE38]
Location: Underwater Facility 1 - Room F
After Jake and Sherry activate reserve battery 2 and get the elevator back to
50% charge, they will have to move down a corridor. Turn left at the end of
the corridor to get to a T-intersection. Move to the right then make another
right to enter a lab area. Look at the glass case off to the left in the lab
area to see a serpent emblem on the middle left shelf. Blast the glass then
blast the emblem.
*******************************************************************************
Move down the corridor in the back of the area then stand beside the doorway.
Wait for the lift platform to lower then hop over to it. Allow the lift to
take the characters down to Room C then hop over to Room C's doorway.
== UNDERWATER FACILITY 1 - ROOM C ==
A Rasklapanje will attack the characters in this room. There is a lever on
each side of the room. Both characters should stand next to a lever then use
the partner assist button to activate **RESERVE BATTERY 3**. The elevator
below will now be at 75%. Activating this battery will activate the top lift
in the outside shaft area.
There is a --REMOTE BOMB-- near the control panel of each lever (two in total).
Across from Sherry's lever, there is a pickup of --9MM AMMO-- lying on the
shelf near the console also. Run back to the doorway that faces the lift then
hop back onto the lift. The lift will take the players up to Room D, but only
Jake can swing over to it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Remote Bomb x 2, [ ] 9MM Ammo
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* There are two meat grinders in the center of this room. Stand near one of
the meat grinder and grab a Rasklapanje hand to perform a special kill
sequence. Your character will toss the hand into the grinder!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
Allow a Rasklapanje hand to move toward one of the grinders then use the melee
command to pick it up and toss it into the grinder to gain a medal at the of
this chapter.
.--------.
MEDAL: Ground a B.O.W.'s hand | [ME165]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- JAKE GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
== UNDERWATER FACILITY 1 - ROOM D ==
Only Jake can enter Room D.
Jake can break the two --METAL TALL CRATES-- off to the left and open up the
briefcase in the back of the room to get --5000 SKILL POINTS--. Slide across
the table to the refrigerator in the back of the room and break the glass then
retrieve the --.500 S&W MAGNUM AMMO--.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] .500 S&W Magnum Ammo x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Metal Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*********************************** TREASURE **********************************
Campaign: Jake, Chapter 5
Location: Underwater Facility 1 - Room D
Contents: 5000 skill points
After Jake and Sherry activate reserve battery 3, they will be able to hop back
out to the lift platform and it will take them up to Room D. Only Jake can
enter Room D since he will have to swing across a pole to enter it. There is a
briefcase on the table in the back of the room with 5000 skill points inside of
it.
*******************************************************************************
Walk back to the doorway and swing across to the lift platform with blue
lights. Don't get on the one with red lights! Allow the blue lift to take
Jake to Room G then hop into Room G. Room G has a pole above it, so only Jake
can get to this room.
== UNDERWATER FACILITY 1 - ROOM G ==
Those pesky Rasklapanje will spawn in this area, so be on the guard. Turn to
the left and search the nearest console after leaping into the room to find
some --12-GAUGE SHELLS-- Move down the left corridor in the back of the room to
enter Room H. This is the same room that Sherry will be in.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 12-Gauge Shells
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== UNDERWATER FACILITY 1 - ROOM H ==
Sherry should be on the other side of the room. There are some yellow lasers
that separate the characters here. If the Sherry player isn't on the other
side of the room, then I guess she wasn't reading my guide... too bad. Take
the --9MM AMMO-- off the console to the right of the lasers. Stand by the
lever and wait for the Sherry player to reach the lever on the other side of
the room - they must both be pulled at the same time.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SHERRY GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Sherry player should enter Room F when the Jake player jumps to Room D.
Follow the corridor in Room F all the way back to the lift door on the other
side of the corridor in Room E. Jump to the lift platform with blue lights and
ride the lift up to Room I then hop over to that doorway.
== UNDERWATER FACILITY 1 - ROOM I ==
Break the two --METAL TALL CRATES-- in the left corner then run through the
corridor off to the right. There will be some Rasklapanje in this area. The
corridor will take Sherry to Room H.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Metal Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== UNDERWATER FACILITY 1 - ROOM H ==
Break the two --METAL TALL CRATES-- off to the left then find the lever on the
right side of the room - this lever and the lever on the other side of the room
must be activated shortly. Some yellow lasers block the room with the other
lever, but that is where Jake will be in a few minutes. Make sure to watch for
Rasklapanje while in this room!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Metal Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Both players need to use the partner assist button to pull the levers and
activate **RESERVE BATTERY 4**. This will cause the elevator to reach 100%
charge.
--> Objective: Defeat the B.O.W.
A Rasklapanje will attack Jake after starting up reserve battery 4. Make the
Rasklapanje face its back to the yellow lasers then blast it until it flies
into the lasers. It will fall against them and burn then fall on the lever and
activate the battery again and cause a power surge throughout the facility.
NOTE: If you are playing with Sherry and have an AI Jake partner (in single
player), the Jake partner might stand back and blast the Rasklapanje with the
handgun. Take out the sniper rifle and shoot the Rasklapanje yourself and this
should make it fly into the lasers.
--> Escape the underwater facility
The yellow lasers will turn off eventually. The characters cannot get on the
lift at the moment since it is spinning out of control Rush to the side that
Sherry was on then move through the corridor in the back of the room.
Electricity will be sparking along the sidewalls.
== UNDERWATER FACILITY 1 - ROOM I ==
Watch out for Rasklapanje then pull the lever on the far side of the room to
lower the outside crane. The crane will lower and block the lift. The lift
platform will be facing the outside doorway of Room I. Hop through the doorway
and land on the lift.
== UNDERWATER FACILITY 1 - LIFT PLATFORM ==
A Rasklapanje will hop on the lift platform along with Jake and Sherry. Knock
it apart with weapon fire then knock out each half of the creature. The lift
will be shaking the characters, so it can be hard to shoot the creature. Just
blast it with a high-powered weapon such as an explosive round if it starts to
get too annoying. Once the creature is all the way knocked out, the crane will
break and the lift will spin out of control.
NOTE: The players will sometimes have to wait a bit longer for the crane to
break - it won't do it instantly at times. Just keep waiting and it will
break.
The players will have to shake the left thumbstick to maintain their grip on
the lift at the bottom. Tap the X/A button after pulling up to crawl toward
Room B as the lift above the characters lowers and a Rasklapanje two halves
chase the character from behind. This is like something off Terminator!
The characters will reach the end if you keep tapping the button and the
Rasklapanje's back torso area will get crushed and explode along with the lift.
Come on, let's say it! "You're terminated fu****!"
== UNDERWATER FACILITY 1 - ROOM B ==
Oh wow, what a ride that was to Room B! Run over to the elevator and step
inside of it then use the partner assist button to activate it.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
__________________________
____________________________________________________/ STAGE 5-2 -- LOWER LEVELS
-------------------------------------------------------------------------------
== LOWER LEVELS - LIFT AREA ==
--> Objective: Work with the BSAA to escape
This part of the chapter is another crossover segment with Chris Redfield and
Piers Nivans. Find the control panel along the side of the ledge of the
circular gap. The HAOS release simulation will trigger. Push the button on
the control panel with the X/A button to activate the two lifts on the sides of
the room.
Find the two --METAL TALL CRATES-- and two --WOODEN CRATES-- to the right of
the control panel then break them. Move over to one of the two lifts and
activate one of the levers with the partner assist button. You have a choice
as to which characters will pair while riding upwards. The choice will have an
impact on the conversations that will take place while riding to the top floor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Metal Tall Crate x 2, [ ] Wooden Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* You have a choice of which pairs of characters will get on each lift. A
different conversation will take place depending on which characters are
together. You can have Sherry + Jake, Jake + Chris or Jake + Piers on one
lift while playing as Jake for instance. The conversation while moving up
the lifts will change depending on your choice.
NOTE: To change up the order of characters in single player, approach a
character that stands by a lever and try to use the lever with the partner
assist button and then that character will move out of the way and go to the
opposite lift.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
If Jake and Sherry can kill more enemies than Chris and Piers while riding
their lift upwards, the player will get a medal at the end of the chapter for
doing so.
.---------.
MEDAL: Killed more enemies than Chris and Piers (1) | [ME166] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NOTE: The left lift is the easier side since the characters on that side won't
have to deal with rocket launcher J'avo in doorways along the sidewalls.
=-=-=-=-=-=-=-=-=-=-=-=-=-=- LEFT SIDE LIFT GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=
As the lift ascends, Neo-Umbrella J'avo will fall onto the lifts and attack in
groups of two. They can mutate into Noga-Let (winged J'avo) when shot in the
legs. There will be three waves of two groups and then a sniper will start to
fire from a doorway across from the characters. Be sure to watch for the
sniper laser! Find the Neo-Umbrella J'avo with the rifle and blast him - he's
in a doorway along the wall.
More Neo-Umbrella J'avo will fall onto the elevator and another J'avo with a
sniper rifle will be in a nearby door as the lift continues to move up. The
players on the other side will have to deal with J'avo in doorways that are
equipped with rocket launchers. They shouldn't be a problem for the left side
players though.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=- RIGHT SIDE LIFT GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-
Neo-Umbrella J'avo will fall in groups of two and attack on the right lift as
well, but they will start to fall a bit later than on the other side. Some of
the J'avo might mutate into Noga-Let when shot in the legs. After the first
few waves of Neo-Umbrella J'avo, a J'avo with a rocket launcher will be on a
doorway to the side of the lift. He will start out on the right while facing
the wall then the lift will move and he will be off to the left. Be sure to
shoot him quickly or he will highly damage a player with his rockets.
Be on the lookout for a laser that signifies a sniper rifle J'avo - it might
shoot from the other side of the room - left side. More Neo-Umbrella J'avo
will fall before too long. The lift will pass by a J'avo with a sniper rifle
and another rocket launcher J'avo in a doorway. They will both appear off to
the right while facing the wall. Be on the lookout for one more sniper rifle
J'avo in a doorway as the lift ascends.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
A cutscene will trigger once the lifts reach the top.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
___________________________________
___________________________________________/ STAGE 5-3 -- UNDERWATER FACILITY 2
-------------------------------------------------------------------------------
== UNDERWATER FACILITY 2 - MAINTENANCE ACCESS ==
--> Objective: Escape from the underwater facility
Jake and Sherry will start out in a corridor after the outside cutscene. Rush
ahead and break the four --METAL TALL CRATES-- up ahead. Follow the corridor
to the door at the end and break the two --METAL TALL CRATES-- off to the left.
Use the partner assist button to open the door at the end of the corridor -
stand by a button along the side of the door and tap the partner assist button.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Metal Tall Crate x 6
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== UNDERWATER FACILITY 2 - MAINTENANCE AREA ==
Jake and Sherry will enter a room filled with magma. Thankfully, there is no
volcano here, since I'm sure Jake's bloodline is frightened of volcano's after
his old man got stuffed in one.
NOTE: Reload all weapons before dropping below.
Drop to the catwalk below the current ledge that Jake and Sherry stand on.
--> Objective: Shake off Ustanak
Ustanak lives! Who knew!? Aw hell, look at that flail arm. Wow! Notice the
objective above - it doesn't say "fight", it says "shake off"... in other
words, turn around and run like you stole something.
When the characters turn around run to the left and hop off the ledge at the
end of that catwalk. Do not run to the right since a container will fall from
above and destroy the catwalk, making a dead end for the characters that way.
Sherry will mention that they can't fight Ustanak on the current catwalk and
she is very correct! Ustanak cannot be damaged while on the current catwalk.
If a player stays close to him, he will swing his spiked ball arm toward that
player and knock the player down.
Fall down the set of catwalks below and find the crate at the end of the
catwalks. The catwalks will fall while moving ahead so make a right followed
by a left. Make your way over to the metal crate and use the partner assist
button to have both characters push it into the lava below.
--> Objective: Take down Ustanak
Alright, now the characters are face-to-face with that annoying sales rep once
again. He blocks the way directly ahead, so... do not go that way. Look to
the right and move down that catwalk instead. Down the left catwalk there are
two --METAL TALL CRATES-- that can be broken for items. Search around the
surrounding catwalks to find a total of six more --METAL TALL CRATES-- spread
around the catwalks.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Metal Tall Crate x 9
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
******************************** SERPENT EMBLEM *******************************
Campaign: Jake, Chapter 5 [SE39]
Location: Underwater Facility 2 - Maintenance Area
When Jake and Sherry arrive in the Maintenance Area filled with magma, Ustanak
will chase them below. When the characters reach the point where they can
first fight Ustanak, and the objective is "Take down Ustanak" for the first
time, there will be several breakable metal tall crates along the catwalks that
the characters stand on.
Find the catwalk end with two metal tall crates that extends off to the right
while moving toward the back of the catwalk area. There is a serpent emblem
near the bottom of a steel column that sticks out of the lava on that side.
Shoot it then quickly return to fighting Ustanak.
*******************************************************************************
BOSS BATTLE
- - - - - -
U S T A N A K =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
------------------------------------------------------------------ BOSS ATTACKS
o Flail Swing - Ustanak holds his arm back and swings it forward then the flail
flies out toward the area directly in front of him. He will reel his arm
back in shortly. This swing can be ducked.
o Flail Side Swing - Ustanak swings his flail horizontally in front of him and
does a full 360 all around him. He will sometimes do his normal flail swing
right after this attack. This swing hits high and low! You can't duck it.
o Magma Flail - Ustanak will dip his flail into the magma to make it burn. He
will still perform the same attacks, only this time, he will burn the
character a bit when he hits. Eventually the flail will stop burning.
Ustanak can do this anytime during the battle.
o Ram - Ustanak leans to the side and runs forward.
o Kick - When close to Ustanak he will kick forward.
o Flail Smash - Ustanak holds his flail behind then moves it over his body and
smashes the lava floor creating a lava hole in the ground. (He will on
perform this attack during the second battle)
-------------------------------------------------------------------------------
Ustanak is very dangerous from close range while he has his flail arm. The
flail side swing attack is his most dangerous close range attack since it hits
all around him and has some pretty good range. The side swing cannot be ducked
under. His normal swing has some highly impressive range to it, but a
character can duck this attack by holding the L1/LT button and pressing the X/A
button. A player might want to just roll to the side just in case.
Ustanak's ram can be bad because he will move close to your character. If he
starts to run toward your character then run away from him. Ustanak will run
toward a player if they stay on the ground and fire at him. He will try to do
his side swing on your character from close range if your character lies on the
ground.
Keep your distance from Ustanak and blast him with whatever weapon of your
choosing basically. Start using the weaker weapons that your character has for
this battle. Blast him from a distance with a handgun if your character has
handgun ammo or shoot him with the Bear Commander's assault rifle. A player
can also get at a major distance and fire at Ustanak with the sniper rifle.
NOTE: When a player fires at Ustanak, he will target the player that attacks
him. Keep this in mind and don't just sit and spam him with bullets when he is
about to perform his flail swing or he'll knock your character upside the head
with that flail!
Once Ustanak has been damaged enough, a cutscene will trigger and the battle
will be taken below.
U S T A N A K (Second Fight) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Ustanak smashes the upper catwalks and Jake and Sherry land on some hardened
lava forming a rock island in the lava pool below. Ustanak joins the
characters below and continues the fight.
Ustanak's has all the same attacks from the last round. He doesn't need to use
his long distance flail swing that much for this battle since the characters
can't run that far now, but he DOES still have that attack. He will now
perform an overhead flail smash where he will slam the ground with his flail
and create a lava pool. Avoid running through the lava pool or your character
will burn and take damage. Run to the side to avoid his flail smash.
Ustanak's side swing is much more dangerous this time since the characters are
so close to him. Since the side swing hits low, a player needs to stay far
away from him. He will try to get close to a character by dashing toward the
character with a ram, so be ready to run away when he dashes to avoid his
possible side swing.
NOTE: When Ustanak slams his flail into the ground, he might spawn a random
item that the characters can pick up. Be on the lookout for this if your
character needs the ammo or healing!
Don't conserve ammo for this battle. This is the final battle against Ustanak
where the characters can use guns. Unload on him with whatever your characters
have left. Blast him with the magnum, explosive rounds, sniper rifle... or
whatever ammo that your character has. When he turns his attention toward your
partner, you might want to think about laying down a remote bomb and hitting
him with the explosion. A remote bomb is HIGHLY damaging, so it will hurt him
badly!
Jake will eventually yell out "Sherry! Now!" as Ustanak staggers from taking
too much damage. The Sherry player needs to run up to Ustanak and press the
partner assist button when the button prompt appears while standing next to
Ustanak. Tap the R1/RT button while next to Ustanak to strangle him with the
stun rod. The Jake player needs to run toward Ustanak next and tap the partner
assist button then start tapping the X/A button as Jake starts to tear off the
creature's flail arm.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- - - - - - - -
END BOSS BATTLE
--> Objective: Finish off Ustanak
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SHERRY GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Sherry player will be without a gun weapon since it dropped in the lava
during the last cutscene. She will only have her trusty stun rod. Climb the
ladder in front of Sherry. Race along the catwalk to the right and find the
control panel. Pull the lever on the control panel.
.--------------------------------.
| Crane Controls |
|================================|
| Left thumbstick | Select route |
| Square/X | Launch crate |
| X/A | quit |
'--------------------------------'
The crane controls really don't make any sense unless you play around with it a
bit. Basically, the left thumbstick is used to position the two bars that hold
the crane below so that they line up with Ustanak. Once you press the Square/X
button, the crate will quickly fly in the direction that the two bars face.
Line up the bars with Ustanak's current location the press the Square/X button
to send the crate flying into him. Hitting Ustanak with the crate will stagger
him for a while to where the Jake player can get a few free hits.
The Sherry player only has one shot at this. After the crate has been
launched, all Sherry can do is stand and watch. It's not like the battle with
Ustanak while playing Jake is that tough for the Jake player though - well, at
least when they read my guide. The Jake player will join the Sherry player up
the ladder further ahead once he is finished with his business below.
NOTE: During the entire sequence with Sherry, a player can press the Square/X
button to cheer on Jake. Sherry will yet out various lines such as "That's it
Jake! Get him!" You can do this while running to the lever.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- JAKE GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Jake will be kicked over to a catwalk during the cutscene. He will start out
on a lower catwalk with Ustanak right in front of him. Ustanak just kicked his
weapon off into the lava also! It's time to settle this like men!
BOSS BATTLE
- - - - - -
U S T A N A K =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
------------------------------------------------------------------ BOSS ATTACKS
o Uppercut - Ustanak holds his mechanical arm downwards then uppercuts with it.
o Side Swipe - Ustanak holds his mechanical arm to the side and swings
horizontally to the side.
o Double Arm Overhead Smash - Ustanak holds up both arms and performs an
overhead smash.
o Side Swipe + Overhead Smash - Ustanak holds his left arm to the side then
swings forward and then holds his mechanical arm upwards and smashes it into
the catwalk.
o Grab - Ustanak will grab Jake from close range and choke him then toss his
crippled ass forward.
o Ram - Ustanak will only do this at a distance after tossing Jake. He will
run toward Jake and ram him. This move has a counter button prompt that will
appear as Ustanak gets close to Jake. Press the counter button to knock
Ustanak back with an impressive counter!
-------------------------------------------------------------------------------
The Jake player needs to fight Ustanak with Jake's bare hands for this battle.
This battle is quite fun! It has a lot of little techniques that a player can
take advantage of. First of all, when close to Ustanak, press the Square + X/X
+ A buttons to dodge his attacks. Sometimes the attacks require some very
pinpoint button pressing to dodge them however. Dodging Ustanak's attacks is
the best way to hit him from up close since he will stagger after each attack.
A Jake player will have plenty of time to hit Ustanak after a dodge.
Ustanak can grab from close range and no button prompt appears to dodge this
attack. If he grabs your Jake and tosses him then he will perform a ram toward
Jake when Jake gets up. When he dashes forward, the usual button prompt for a
dodge will appear but after that a button prompt for a counter will appear.
Press the R1/RT button when the counter prompt appears to counter Ustanak and
knock him back with an impressive counter (you've got to see this at least
once)!
NOTE: Jake will sometimes perform a suplex on Ustanak after a counter. This is
pretty amusing to watch! The button prompt for the counter appears AFTER the
X/A dodge command. First the X/A dodge command will appear followed quickly by
the R1/RT counter as Ustanak moves closer.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
Counter Ustanak during this battle to get an extra medal at the end of the
chapter. Remember, that you must stand at a distance him and allow him to ram
for the counter button prompt to appear.
.--------.
MEDAL: Successfully countered one of Ustanak's attacks | [ME026]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Ustanak can be defeated with any combination of attacks, but it's best to not
spam attacks against him. From close range, while holding L1/LT, the basic
R1/RT attacks work pretty well. It's just that they lack range and power for
pushing him back.
Jake's full combo of hold L1/LT then press and hold R1/RT to charge a Cobra
Strike followed by R1/RT button taps will push Ustanak back greatly, but Jake
will have some bad recovery time after the final hit and he will have to charge
the first hit. Only do the full combo after dodging one of his Ustanak's
attacks or while at a distance from Ustanak. A full combo can be snuck in
through luck while hitting him up close at times however. A player can
actually just stay away from Ustanak and hit him with Jake's full combo attack
after dashing in then run away and repeat it to win this battle easily.
NOTE: The first time the player is near death from Ustanak's attacks rapidly
tap the X/A button to recover when the button prompt appears. If a player is
hit again after that, the player will die.
Once Ustanak is knocked to the edge, press the X/A button to start the
finishing sequence. Keep tapping the X/A button to finish off Ustanak. The
QTEs for finishing him are all timed and rapid X/A button presses, so just go
wild with that button to lay the smackdown on shit for brains once and for all!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- - - - - - - -
END BOSS BATTLE
== UNDERWATER FACILITY 2 - MAINTENACE AREA (AFTERMATH) ==
--> Objective: Escape from the underwater facility
Jake needs to hop over to the ladder and climb the ladder to join up with the
Sherry player on the catwalk up above.
Run to the left and open the door at the end of the catwalk using the partner
assist button.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_____________________________
_________________________________________________/ STAGE 5-1 -- SHIPPING CENTER
-------------------------------------------------------------------------------
== SHIPPING CENTER - CARGO AREA ==
Move down the corridor ahead.
******************************** SERPENT EMBLEM *******************************
Campaign: Jake, Chapter 5 [SE40]
Location: Shipping Center - Cargo Area
After the fight with Ustanak where Jake fights him hand-to-hand, the Jake and
Sherry player will exit the area and enter a corridor. Move to the end of the
first corridor and this emblem will be near the railing to the right. It's
extremely obvious.
*******************************************************************************
Run past the containers and crates along the left side of the corridor and use
the partner assist button to have both characters pry open the door at the end.
== SHIPPING CENTER - CARGO PLATFORM AREA ==
Step onto the cargo lift. Walk toward a lever and use the partner assist
button to activate the lift.
--> Objective: Shake off Ustanak
Man, this guy is like an annoying Good Guy doll with a serial killer inside of
it. He just won't give up until he is fully blown to pieces.
This portion of the fight with Ustanak is all based on QTE button tapping.
Both players will have to climb the cargo platform while it speeds forward. A
player needs to use both the L1/LT and R1/RT button to climb up the cargo
platform and escape from Ustanak. In order to climb, hold one button then tap
and hold the other, let go of the last button held down then press and hold it
again.
So basically, hold L1/LT, then tap and hold R1/RT then let go of L1/LT then tap
and hold L1/LT again. Let go of R1/RT while holding L1/LT then tap and hold
R1/RT again. You're holding one button and tapping and holding another in a
constant sequence. It's like an annoying form of mountain climbing with your
console controller. DO NOT let go of both buttons. Always keep one button
held down or your character will struggle to hang on. If Ustanak gets close
enough to attack, prepare to press the Square + X/X + A buttons together as
they appear in order to dodge him.
NOTE: The onscreen indicator shows when to let go of a button and press it. It
will display a picture of a person reaching forward. While it shows a person
hanging on, that is when YOU need to hold both buttons. It's really best to
focus on the on-screen QTE figure. Focusing on the buttons or the action at
hand is a major distraction.
When both players reach the first piece of cargo, press the partner assist
button when prompted to make it drop on Ustanak. After dropping the cargo on
him, prepare to climb some more with your controller. Press the partner assist
button once again while near the next set of cargo to release a pipe down on
Ustanak. Both players need to start tapping the X/A button to release the full
shipment of cargo on Ustanak.
Ustanak will hop upwards and land on the top portion of the platform.
--> Objective: Get the magnum.
The characters will have to climb some more, so prepare to give those shoulder
buttons another workout. This is a race to the Elephant Killer magnum up
above.
NOTE: Ustanak is stuck during this portion of the climb. You can't fail this
part. A player can literally just hang on and Ustanak can't do anything.
--> Objective: Finish off Ustanak together
Tap the displayed button as the button prompt appears on the screen to finish
off Ustanak and put an end to Jake's whole scenario! The button should be O/B
for Jake and R1/RT for Sherry. H'asta luego, shit for brains!
- - - - -
T H E
E N D
- - - - -
The full ending will play after the credits roll. Press the Select/Back button
to skip the credits and go straight to the ending if you want.
A player will unlock the "Mining the Depths" stage for The Mercenaries mode
after finishing Jake's scenario for the first time. If this is your first
scenario to finish, Agent Hunt mode will be unlocked as well. Players will
unlock "Ada's campaign" if this is the last of three campaigns that is
completed.
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
[LK00]
\_____________________________________________________________________________/
/ __ _ \
/ / ___ ___ _ __ \_______________/ /\ /\ ___ | | ___ _ __ __ _
/ / / _ \ / _ \ | '_ \ / LEON CAMPAIGN \ / /_/ // _ \| | / _ \| '_ \ / _` |
/ /___| __/| (_) || | | |\_______________// __ /| __/| || __/| | | || (_| |
\____/ \___| \___/ |_| |_|/ \\/ /_/ \___||_| \___||_| |_| \__,_|
\_____________________________________________________________________________/
/ \
-- RANKING REQUIREMENTS LEON, CHAPTER 1
.-----------------------------------------------------------------------------.
| RANK | ACCURACY | DEATHS | CLEAR TIME | ENEMIES ROUTED |
|=============================================================================|
| A | 70% or more | 2 or less | 85 minutes or less | 80 enemies or more |
| B | 60% | 5 | 110 minutes | 60 enemies |
| C | 50% | 7 | 130 minutes | 40 enemies |
| D | 49% or less | 8 or more | 131 minutes or more | 39 enemies or less |
'-----------------------------------------------------------------------------'
.--------------------------------------------------------------.
| POINTS RECEIVED PER RANK |
|==============================================================|
| RANK | A | B | C | D |
| POINT AMOUNT | 25 points | 20 points | 15 points | 10 points |
'--------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| TOTAL RANK POINTS FOR FINAL SCORE |
|=============================================================================|
| RANK | S | A | B | C | D | E |
| TOTAL POINTS | 100 pts | 90 pts | 75 pts | 55 pts | 45 pts | 44 pts or less |
'-----------------------------------------------------------------------------'
[LK01]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
C H A P T E R 1 - A N O T H E R O U T B R E A K
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
June 29, 2013
Tall Oaks, USA
__________________________________
____________________________________________/ STAGE 1-1 -- VISITORS ROOM (AREA)
-------------------------------------------------------------------------------
== VISITORS AREA - PRESIDENT'S ROOM ==
--> Objective: Escape from the campus
Thankfully, this president doesn't have a daughter to save... or either this
new virus took his life before he could mention her to Leon. Basically, we
have no ballistics girl to save this time!
Leon will start out right next to the corpse of Adam Benford. Leon will turn
and face Helena then the two will chat a bit about Tall Oaks Cathedral, which
is the main destination at the moment. The Leon player needs to walk toward
the door in order to trigger a conversation - this will allow the Helena player
to move.
NOTE: The Helena player will be forced to stand still until the Leon player
walks toward the door. The Helena player can use the route guide button to
turn around and continually annoy the Leon player though - L2/LB.
From the start, both players' commands are very limited. All a player can do
is walk, push in on L3/LS and R3/RS to straighten the camera or change sides
and pull up the objective marker with L2/LB. The right thumbstick is used to
rotate the camera.
== VISITORS AREA - HALLWAY ==
Now both characters can walk. No other options are available because we want
to keep that horror/suspense feeling alive, right?
A player can enter the room across the hall and investigate the body inside.
Leon and Helena will automatically open the door once a player moves toward it.
The body at the desk inside will- well, I'll just let you see that.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* Enter the room across from the President's Room and approach the body for
some extra dialogue.
* Investigate the elevator for some extra dialogue.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Walk down the dark hall up ahead. The power is out so the elevator cannot be
used. Continue to the other end of the hall. Eventually both players will
step into an area with some sofas. A clock will chime as the characters move
down the stairs.
The area off to the right is blocked by a table and we all know RE characters
cannot jump without a command prompt or kick through that table without a melee
command, so open the unlocked door on the left side of the room below the steps
- the door with the objective marker. Both players need to press the partner
assist button (O/B) near the door to trigger a cutscene.
== VISITORS AREA - DINING ROOM (SECOND FLOOR) ==
Leon and Helena will look out toward the bottom floor of the Dining Room as
they chat. No one is in the Dining Room. Just think, they would most likely
be eating dinner right now and discussing Mercenaries strategies if it wasn't
for the zombie outbreak.
Leon and Helena need to move below. Follow the walkway to the right then walk
down the stairs to the left. Leon and Helena will talk about the Raccoon City
incident on the way down the steps and they will talk some more about that damn
Cathedral...
NOTE: Both players can now aim with the L1/LT button and they can give commands
or praises by holding the partner assist button (O/B) and pressing R2/RB, L2/LB
or a directional pad direction that appears on the bottom of the screen. Leon
can dual wield two handguns by holding L1/LT and pressing Triangle/Y.
== VISITORS AREA - DINING ROOM (FIRST FLOOR) ==
--> Objective: Follow the shadow
That looked like a man to me... not just some obscure shadow. Anyway, we shall
codename him "shadow". Leon and Helena need to get to the other side of the
Dining Room and follow this... shadow thing. Now that Leon and Helena have
reached the bottom of the stairs, both characters will now run while moving
forward with the left thumbstick.
NOTE: The door off to the left at the bottom of the stairs can be opened, but
the only door in the room beyond that door is locked for now.
Run by the first row of tables by moving down either of the two open left paths
near the far wall. With the middle set of tables, move down the open path to
the right - there is a chair down that path that the first character will
always hit. Players can move along any of the paths in the third row, except
for the far right path. Walk through the doorway off to the left at the other
end.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* The middle set of tables has a chair off to the left that the lead player
will always hit. The hit will differ depending on whether a player runs or
walks by it (shove or slight push).
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
A display board blocks the left path and Leon can't punch it aside like Chris
could, so enter the Kitchen off to the right. The camera will zoom in as the
first character enters the Kitchen.
== VISITORS AREA - KITCHEN ==
Something just hauled ass through the door on the other side of the Kitchen.
It's most likely that shadow thing, but... it could be a Ganado or a Majini, so
let us hurry to the other side and overpower melee his ass. Step into the
hallway on the other side.
== VISITORS AREA - SMALL HALLWAY ==
Something runs and knocks over a garbage dumpster up ahead. I guess the fear
of Leon's one-liners are that bad, eh? Move around the corner where the
dumpster fell. Run to the end of the hall.
Someone is coughing! Open the door to the next room and a cutscene will play.
== VISITORS AREA - STORAGE ROOM ==
--> Objective: Search the campus for Liz
The man from the cutscene will dash out of the room shortly. His name is
"Robert" or so the official strategy guide tells me...
******************************** SERPENT EMBLEM *******************************
Campaign: Leon, Chapter 1 [SE41]
Location: Visitor's Area - Storage Room
While in the Storage Room, directly after the cutscene with the man (Robert),
walk to the right side of the PC on the middle table then look into the room
off to the left. The room is blocked off but there is a serpent emblem in the
room. Aim at the emblem and shoot it with a handgun to make it break.
*******************************************************************************
Exit the room and reenter the Small Hallway.
NOTE: The characters may now fire or attack with a weapon by aiming with L1/LT
and pressing the R1/RT button, melee with R1/RT and quick shot (L1 + R1/LT +
RT). The inventory can now be brought up by pressing the Triangle/Y button.
Available weapons can be cycled through by pressing to the left or right on the
directional pad. Leon has a special quick shot that can be done while dual
wielding his Wing Shooter handguns. Press L1+R1/LT+RT then hold L1/LT and tap
the R1/RT button after that to perform several quick shots in a row.
Since we're on the subject of weapons and the inventory is now accessible let's
talk about what Leon and Helena have in their inventory.
Leon starts with the following items/weapons in his inventory:
o Assault Rifle for Special Tactics
o Wing Shooter (handgun)
o Survival Knife
o Herb Pill x 5
Piers starts with the following items/weapons in his inventory:
o Picador (handgun)
o Hydra (shotgun)
o Herb Pill x 5
== VISITORS AREA - SMALL HALLWAY ==
Helena will hear a sound up ahead as the characters move back toward the
Kitchen. Reenter the Kitchen.
== VISITORS AREA - KITCHEN ==
A Regenerator will... no- it's rats! Lucky you. We hate anything that moves
in Resident Evil since RE4 though, right? Shoot the vermin if you wish. They
don't cough up any gold, grenades or weapons sadly. Exit the Kitchen via the
other door on other side of the room.
Someone turned the lights off in the Dining Room! Enter the Dining Room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* The rats that appear on the way back to the Kitchen can actually be shot and
killed. They don't drop anything, so it is basically pointless however. It
will add them to your "Enemies" section under the "Records" menu of the main
menu however.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== VISITORS AREA - DINING ROOM (FIRST FLOOR) ==
Run to the other side of the Dining Room. Lightning will light up the room as
the characters pass through it. If you listen closely, you can hear a sound of
distant moans. Meet up with Robert on the other side of the Dining Room. Open
the double doors and enter the Room with Staircase and Robert will follow.
== VISITORS AREA - ROOM WITH STAIRCASE ==
Robert will continue to search for Liz. The doors across from the stairs
cannot be opened until Robert unlocks them. If you played the Dragon's Dogma
RE6 demo, there were no items to collect in this room, but there is in the full
game - move up the stairs and approach the body on the top walkway then collect
the --FIRST AID SPRAY-- from off the floor in front of the body. Robert will
eventually move toward the next set of doors on the bottom floor and unlock
them on the right side.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] First Aid Spray
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* Move to the top of the stairs and walk toward the body on the top walkway for
some extra dialogue.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== VISITORS AREA - EXHIBIT ROOM ==
Robert will walk over to the left side of the room and start to... spasm...?
Yeah, do it and we'll shoot that ass! Go ahead and mutate into some horrid
creature... I dare you!
Robert will eventually move toward the right side of the room and open the door
then continue into the hall ahead. Follow him into the hall as he leads the
way.
== VISITORS AREA - ELEVATOR HALLWAY ==
The corridor directly ahead is blocked and there are no items down that
corridor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* If a player moves to the end of the corridor directly ahead, outside the
Exhibit Room, some dogs will bark from outside.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Turn left and follow Robert down the hall. He will speak in front of the
elevator. Robert will mention that once he finds Liz all of you can use his
car to leave this place. Follow Robert to the other end of the hallway then
press the partner assist button to open the door with the help of your partner.
== VISITORS AREA - LIBRARY ==
Walk into the room up ahead. I think Liz is in here- DAMN WOMAN! WHAT THE
HELL!?
Anyway, Liz is now found and appears to be so weak that she now limps.
Alright, we now have the perfect recipe for disaster in the form of an
emotionally unstable man with his limping daughter, so it's time to leave the
campus.
--> Objective: Escape from the campus
Follow Robert and his limping daughter as they move down the corridor ahead.
Reenter the Elevator Hallway.
NOTE: If both players can get in front of Robert and his daughter, the players
can run ahead and make it to the obstacle near the elevator and Robert will
mysteriously catch up very quickly. If one player gets stuck behind, Robert
and his daughter will still move slowly however. In single player, the AI
partner will always stay behind the two, so you'll have to wait.
== VISITORS AREA - ELEVATOR HALLWAY ==
Follow Liz and Robert down the hall then use the partner assist button to lift
up the planks that block the way.
== VISITORS AREA - ELEVATOR ==
Follow the two into the elevator. A cutscene will play as the characters take
the elevator down to the garage.
During the cutscene, the Helena player will have to shoot the zombie off the
Leon player while the Leon player shakes the left thumbstick. Afterwards, the
Helena player will have to shake the left thumbstick and the Leon player will
need to shoot the zombie off Helena. The cutscene will continue afterwards.
Once the elevator doors open, it's time to learn how to melee. Oh my god,
zombies! How I have missed you. Press R1/RT to greet the rushing zombie crowd
with a kick to the face with Leon or Helena. Yeah, RE characters aren't
limited to just shooting now! They have gained some new tricks since your time
in the spotlight ended, my little zombie friends!
Dash into the garage.
NOTE: Players can now dash by holding the X/A button while moving forward.
While dashing, press the L1/LT button to slide and press the R1/RT button to
perform a dashing attack. The L1/LT button can be held during the slide to
stay on the ground. While holding the L1/LT button, press in a direction with
the left thumbstick then press the X/A button to make your character roll or
fall to the ground. Hold the L1/LT button at that time to stay on the ground.
While on the ground, a player can attack with a weapon.
== VISITORS AREA - PARKING GARAGE ==
A man will slump against the car in the middle of the garage. Walk toward him
and be sure to pick up the --9MM AMMO-- to the right of his body - it's
literally the only handgun ammo pickup in this chapter, so be sure to beat your
online partner to it! You can check the body of the man for signs of life as
mentioned below.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Fight off the zombies with melee for the most part. Zombies don't react to a
bullet like a J'avo does. A shot to the head will give your character a head
stun and set up a special melee when your character moves close to the stunned
zombie though. In a way, the zombie doesn't appear stunned when it is head
stunned - you sort of just have to know it's stunned. A zombie's stun
animations look like its basic movement - devoid of actual feeling. Quite nice
if you think about it.
Players can shoot a zombie in an arm to set up a back heavy stun melee on one
also. Shooting an arm will make a zombie turn. Run up on the zombie at that
time to get a heavy stun melee button prompt from its back side. This melee
will always kill a zombie, so it's quite useful.
NOTE: Just past the car in the middle of the garage is a zombie with a pipe.
Shoot the zombie in the head or shoot it with a quick shot from the handgun and
melee it when the command appears to get a special melee involving its pipe.
There will be several more zombies with weapons later. Your character will
always use their weapon to kill them.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* A player can move toward the corpse of the man in front of the white car and
examine the area for a bit of dialogue.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
There are a few more zombies on the right side of the parking garage. Be sure
to finish them with a crowd-pleasing melee.
Find the zombie that stands near the shutter - the actual standing zombie with
a knife in its chest. He is automatically set up for a back heavy stun melee
so a player can approach his back side and activate a melee instantly. He also
has a special melee that can be done to him. Shoot him in the head to stun him
then press R1/RT while standing in front of the zombie. Your character will
make use of the knife that is stuck in his chest to kill him with it. Just
like the zombie with the pipe, players will run into more of these types of
zombies, with some sort of object that impales them, later also.
Rush toward the other side of the garage for a cutscene. Open the door to the
surveillance room on the other side of the garage to trigger another cutscene.
This portion of the chapter will end after the cutscene.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
____________________
__________________________________________________________/ STAGE 1-2 -- CAMPUS
-------------------------------------------------------------------------------
== CAMPUS - STAIRWAY ==
--> Objective: Escape from the campus
Leon and Helena will start out at the bottom of a stairway. Look to the left
and grab the --9MM AMMO-- off the floor near the light on the wall. Run up the
stairs.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== CAMPUS - LECTURE THEATER HALLWAY ==
Leon and Helena will start to chat while entering the hall on the top floor.
Be sure to use Leon's knife to break the windows and make it look like you
kicked ass in this hallway. Damn, what a battle you had with that... um...
Tyrant!
Run to the other end of the hall and open the double doors.
== CAMPUS - LECTURE THEATER ==
Walk over to the left and uh... you kicked the aluminum can didn't you!? Don't
worry, you can't avoid it. Either player can walk toward the can and the
character will automatically hit it "on accident". The character that hits the
can will comment.
A zombie will get up from below the bottom seats. Another zombie will move
into the room from the left corridor at the bottom of the lecture room. There
is also a zombie that crawls out from behind the desk. Kill them with your
guns and overpowered melees. Leon or Helena can literally just walk over to
the crawling zombie and stomp its face in!
Facing the row of seats from the bottom, move up the left set of stairs and
collect the --GREEN HERB-- near the fallen light. Move along the corridor on
the right side of the room and open the double doors.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== CAMPUS - LECTURE THEATER HALLWAY 2 ==
See, that fire extinguisher next to the soda machine? It can be shot to
release extinguishant all over the place. It is highly effective against
zombies... or damaging a co-op partner that you don't like when they walk by
it. Anyway, keep that environmental hazard in mind for the rooms ahead.
There is a pile of tables and seats in the middle of the hall, so you'll need
to open the nearby double doors. A zombie will try to charge your character
from the other side. It will dash at your character then try to molest the
character. Stop him in his tracks with a quick shot. A jumping zombie grab
can be counted with the right timing as well. If you tap the R1/RT button as
the zombie jumps toward your character, it might counter him since the counter
prompt appears right as control is given back to the character here - it still
takes some timing though.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* There is a broken window and two closed windows to the right of the soda
machine. Walk over toward any of the windows to get an action command prompt
in order to look down toward the stage of the area below the building.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
TIP: The correct timing for countering a zombie jumping lunge is to tap the
R1/RT button as it jumps. To help you do this better, aim (L1/LT) as Leon
opens the door then drop aim and tap R1/RT as the zombie prepares to jump.
Keep this tip in mind since it is HIGHLY useful for countering since your
character will not melee while dropping aim. Learn the precise timing for
countering an attack then use this technique to make it much easier to time.
== CAMPUS - CLASSROOM ==
See that slumped over body near the desk off to the left? Move toward it and
it will start to get up. Knock it back to the ground with a melee to show it
that it should have stayed dead. Yeah!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* Any stack of papers that are on a desk or table can be scattered by shooting
the stacks or vaulting over the object they are on. It doesn't do anything
special besides scatter the paper, but I think I look damn cool doing it...
and you will now too! Keep this in mind for the rooms ahead.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Pick up the --9MM AMMO-- and --GREEN HERB-- near the left and right wall. The
green herb is in the back of the room. Oh god, there is another body nearby
that is laying in the way of your destination. Yeah, it's a freaking zombie.
As you walk by it, be prepared to blast him when he gets up.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo, [ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== CAMPUS - LECTURE THEATER HALLWAY 2 ==
Alright, now your team is on the other side of the tables and seats designed to
get you to go into that last room. The body near the soda machine up ahead
will fall over as your character moves toward it. Don't worry, it won't do
anything. It saw that evil eye that Leon gave it. Open the double doors at
the end of the corridor.
== CAMPUS - STAIRWAY ==
Move down the stairs. There is a zombie standing in front of some items off to
the right at the bottom of the stairs. Walk over to him and perform a melee
behind him - you should get a melee prompt for a stealth kill melee if you get
next to him quick enough. The body on the ground near the items is a zombie
too, so smash its face in then pick up the --9MM AMMO-- and --GREEN HERB--.
Enter the hallway at the bottom of the stairs.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo, [ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== CAMPUS - STAIR HALLWAY ==
Step inside the classroom off to the left down the hall.
== CAMPUS - CLASSROOM 2 ==
Pick up the --RED HERB-- against the back wall off to the right. See the body
near the fire extinguisher on the left desk? That body will move once a player
gets close to it. There is also a zombie behind the middle desk in the back of
the room. They will both get up as your character moves near the back desk.
Both of them can be lured toward the fire extinguisher to get them both in the
explosion. Or you can just kill the first with the extinguisher explosion then
mutilate the second under Leon's shoe. Your choice!
Collect the two --INCENDIARY GRENADES-- and the --9MM AMMO-- from off the back
desk. Incendiary grenades are highly useful in RE6. They will almost always
kill any normal enemy caught in the fire explosion that they produce. RE5's
incendiary grenades are an afterthought compared to the ones in RE6. Exit the
room after collecting the items.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Red), [ ] Incendiary Grenade x 2, [ ] 9MM Ammo
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== CAMPUS - STAIR HALLWAY ==
There are several zombies down the corridor to the left. Well, let's see,
which zombie do we kill first? They are all so stupid and slow at the moment
that we should just run into the crowd and start kicking ass, right? Do what
your heart tells you to! Open up the double doors via the partner assist
button to continue.
== CAMPUS - BENFORD YARD ==
Ah, yes. Finally an outside area! Hunnigan will contact Leon and Helena and
tell them to get to the security gate.
There are several zombies in the courtyard so be sure to keep your eyes peeled
for them. Find the two pickups of --9MM AMMO-- on the table off to the left
after stepping into the courtyard. The characters will have to hop over the
table to get to it and... be sure to dispose of the zombie behind the tables.
Move directly ahead and find the security gate on the other side of the
courtyard. Stop by the tables to the left of the security gate and pick up the
--RED HERB-- and --GREEN HERB-- on the tables. The zombie there has a
sledgehammer, so be sure to blast her then beat her down with it using the
melee button. Step toward the security gate and examine it for a cutscene
where Hunnigan will contact the team again.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo x 2, [ ] Herb (Red), [ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Objective: Get the keycard
Hunnigan will direct the team's attention to the staff building in the
courtyard. While facing away from the security gate, run over to the back
right and open that set of double doors with the partner assist button.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* All of the balloons in the courtyard can be shot with a handgun to make them
pop. It doesn't do anything, but there isn't much else to interact with.
Oh, and the beer cans on the tables can be broken also!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== CAMPUS - STAFF BUILDING ENTRANCE HALL ==
There are two pickups of --9MM Ammo-- on the floor to the right as you move to
the back and a --GREEN HERB-- off to the left near the door at the end. The
two bodies on the ground will not bother your team. Look outside the windows
and there are some zombies in the outside area. If you shoot them, they will
slowly walk toward the room and attack. Try to open the door on the other side
using the partner assist button.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo x 2, [ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Objective: Eliminate all enemies
The alarm will go off and both doors will seal off. The alarm will attract the
outside zombies to the room that Leon and Helena are in also! The zombies will
crash through the windows and attack. Shoot them and melee kill them. Shoot
the fire extinguishers in the room when many zombies pile up.
NOTE: There is a fire extinguisher on the floor to the left and another on the
wall to the right while both characters stand near the locked door on the other
side of the entrance hall. Be sure to shoot them when the zombies pile up.
Eventually Hunnigan will unlock the door and Leon and Helena will dash through
it. Both players will have to work together to close the door behind them:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- LEON GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Aim and blast the two zombies that try to get through the door.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= HELENA GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Keep shaking the left thumbstick to shut the door. If the Leon player doesn't
shoot the zombies quick enough, the Helena player will have shake the left
thumbstick even more.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
== CAMPUS - THE STUDY ==
--> Objective: Get the keycard
There is some --9MM AMMO-- on the floor right in front of the door that Leon
and Helena just shut. Don't worry about the dead body on the sofa - he won't
get up for a while. There is another body behind the first table also. Walk
to the back of the room, near the next door and use the X/A button to open the
drawer of the desk off to the left then pick up the --9MM AMMO-- inside.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== CAMPUS - LIBRARY ==
As a characters round the bookcase, the dead body that sits up will do that
sliding over thing where it dares you to step past it. Pfft. Amatuer. Just
walk right on by it.
== CAMPUS - SMALL LIBRARY ==
Open the first desk drawer and grab the --9MM AMMO-- from inside. The body on
the other side will not fall off the chair since that sudden movement stuff got
old with the last room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
******************************** SERPENT EMBLEM *******************************
Campaign: Leon, Chapter 1 [SE42]
Location: Campus - Small Library
After entering the Staff Building in the Benford Yard (courtyard) Leon and
Helena will have to fend off against zombies in the main hall while the
characters are locked inside. Once they have opened the next door, run to the
Small Library (room before the room with the campus keycard) then open the desk
drawer on the right side of the room to find this serpent emblem.
*******************************************************************************
Open the door in the back of the room with the partner assist button.
== CAMPUS - BACK LIBRARY ==
The moment that a player picks up the **CAMPUS KEYCARD** on the bookshelf on
the other side of the room, that dead body on the ground will try to lunge at
the player. Be ready for the dead body to move after grabbing the keycard then
blast it to hell. Ha!
== CAMPUS - SMALL LIBRARY ==
--> Objective: Escape from the campus
Alright, now it's time for the zombie reviving act. The female zombie in the
chair will get up all groggy and hungry then take out her aggression on the
first player that moves toward her, so let her have it with an overpowered
melee.
== CAMPUS - LIBRARY ==
The dead body in the first library is still too lazy to attack, so just walk on
by it.
== CAMPUS - THE STUDY ==
The zombie on the ground will lunge at the first player that gets near it. Oh,
and the zombie on the sofa will get up as a player tries to leave the room.
Your cheap scares are getting old, guys!
== CAMPUS - STAFF BUILDING ENTRANCE HALL ==
A zombie will hop through the window as the characters move into the hall and a
dead body on the floor will get up as the characters move past it. When a
player reaches the open doors on the other side of the hall, some zombies will
drop from above the entrance. Haha, it's raining zombies! They must be trying
to kamikaze from airplanes in order to scare you now. I have to admit, that
was a decent scare, zombies!
You may want to use an incendiary grenade on the zombies outside the entrance
doors since they can pile up quite a bit.
== CAMPUS - BENFORD YARD ==
Zombies are scattered throughout the courtyard once again! Be sure to hunt
down all zombies and mass murder them with wrestling holds. Find the security
gate once again then use the campus keycard to unlock the gate by pressing the
partner assist button near the door. The gate will only open halfway, so Leon
and Helena will have to duck under it - surely, they got a hidden command
prompt in order to do that.
== CAMPUS - WEST ENTRANCE SECURITY AREA ==
Pass through the metal detector to the right. The alarm will go off and the
gate behind Leon and Helena will close again. Zombies will pile up in the
outside courtyard. It seems they can't get past the gate, so there is no need
to kill them unless you have some extra ammo to waste.
There are three zombies in the security area. One of them will get up from the
left side of the room and the second will get up from the right side of the
room. The final zombie will get up as a player passes through the metal
detector on the other side of the room. Kill them all! Exit the security area
by opening the double doors on the other side - press the partner assist button
of course.
== CAMPUS - OUTSIDE THE STUDENT DORM ==
Hunnigan will contact both characters as they step outside.
Oh, jeez! The zombies out here can get quite violent. Zombies will constantly
spawn from the surrounding dorm building then come crashing through the windows
of the buildings. These zombies like to suddenly break out into a dash and
lunge then grab players. It's not wise to stay in this area very long, so run
toward the barricade up ahead and vault over it. Make a right along the
walkway up ahead then hop over the next barricade and haul ass toward the
police car.
== CAMPUS - INSIDE THE POLICE CAR ==
A minigame will take place inside the police car:
First of all, the Leon player must find the key to the car. The Helena player
can't do anything while in the car except look around
NOTE: The Helena player can use commands while in the car. Be sure to praise
your Leon partner to annoy him!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- LEON GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Move the left thumbstick toward specific areas of the car that it shows on the
screen. Watch the thumbstick icon and move the thumbstick the way it points
and wait for an X/A button command prompt to interact with it.
There are three areas to check:
1) The glove box
2) The ignition
3) The sun visor of the driver's side
The key is attached to the top of the sun visor. A player must sometimes
interact with other portions of the car in order to get a command prompt while
looking at the visor though. It might appear for you on the first glance, or
you might have to check the glove box first. Just try to get a button command
prompt by moving the left thumbstick the way it shows on the screen.
ONCE THE KEY IS FOUND:
Press the Square/X button to grab the key then press the Square/X button to use
it on the ignition. Press the R1/RT button to step on the gas when prompted to
do so. The car will move ahead but crash on the brick fence. Leon will have
to back the car up so press the L1/LT button to put the car in reverse. Once
the car has been backed up, prepare to step on the gas again by pressing the
R1/RT button.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Leon and Helena will drive to the end of the street and crash due to an
unwelcome visitor.
== CAMPUS - STREET ABOVE SEWERS ==
Hunnigan will contact the two characters as they get up from the crash. She
will tell them to go through the sewers to get to their next destination. The
zombies behind the crashed police car can be shot and killed, but there is no
reason to do so unless you just feel the need. Stand next to the sewer
entrance and use the partner action command to jump down into the sewers.
NOTE: Leon and Helena will not have any stamina once they get up from the
crash. It really doesn't matter though, since there are no nearby enemies.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_________________________
_____________________________________________________/ STAGE 1-3 -- UNDERGROUND
-------------------------------------------------------------------------------
== UNDERGROUND - UNDERGROUND TUNNEL ==
--> Objective: Get to the cathedral
Leon definitely wants to tap that, but there are more important things at stake
now. I bet Helena will let it all hang out once she gets to the Cathedral -
she won't hold back anything then, so let's go!
Walk down the stairs and step into the sewer tunnel below. Follow the waterway
as it stretches around the right corridor. Use the melee button (R1/RT) to
break open the two --TALL CRATES-- and --WOODEN CRATE-- at the end of the
waterway to collect some random items. Breakable objects such as these will
always hold some type of random items.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2, [ ] Wooden Crate
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Open the door off to the left. This is the first time that a player can open a
door quickly. Double tap the X/A button while opening the door to open it
faster. Unlike characters in other campaigns, Leon and Helena will quickly
push the door open. I must admit, it looks a lot more realistic than kicking
it open like your ready to take charge of any given situations like RE4 Leon.
== UNDERGROUND - SUBWAY TUNNEL ==
Hunnigan will contact Leon and Helena after entering the next tunnel. There is
a rat in the air duct up ahead. Shoot the rat to add it to your list of
defeated enemies if the characters didn't shoot one back in the Kitchen of Tall
Oaks University.
Drop down into the tunnel using the X/A button. The characters can't move
along the right side since there is some standing water that has electric
cables in it. If a character touches the water, the character will get shocked
and take damage.
Follow the tunnel along the left side. Be on the lookout for shadowy figures
that move in the shadows along the tunnel. Zombies will straggle throughout
the tunnel up ahead. They like to stop and then suddenly jump at the
characters. A zombie that lunges can be countered right as it leaps off the
ground. The button timing is tricky for a jumping grab, but it's very
powerful! It will kill a zombie and might kill others that are hit by the
counter.
The first zombie staggers toward Leon and Helena and jumps at them. Further
ahead, a zombie will crawl out of an air duct along the right wall and attack -
stomp him in the head.
WATCH FOR THE TRAIN . . .
Be prepared to dodge a train once the characters make it to the portion of the
tunnel where several zombies are standing up ahead. DON'T get involved in
melee killing them. If a player melee kills them, that player could instantly
die because the train might hit the character. Yeah, a melee is not invincible
from a subway train anymore, like it was in RE5 (I'm sure it was).
When Helena shouts out about the oncoming subway train, quickly press the
Square+X/X+A button as the button prompt appears to have your character move
toward a wall and stick against it as the train goes by. The train will clear
out the zombies in the tunnel. This train is instant death if it hits a
character. Get used to this instant death randomness - Leon's campaign has a
lot of this stuff.
Collect all the items that the zombies leave behind then move further down the
tunnel. The characters will hear a woman's scream from somewhere in the
distance as they come upon an oil drum that is set on fire on the left side of
the tunnel ahead. Be prepared to fight a new enemy while approaching the flame
up ahead. Two zombies dogs will attack the characters.
Zombie dogs do not appear much in Leon's campaign, but they sure can be little
asses if you don't know how to kill them quickly. The best way to kill a
zombie dog is to counter it! Stand at a distance from a zombie dog and allow
it to stand in place from long range. It will run toward a character once it
targets a character and starts to move. When it gets right next to the
character, it will leap into the air and try to tackle the character - at that
time, the counter prompt for countering it will appear, so quickly tap the
R1/RT button to instantly kill the zombie dog.
Zombie dogs can be highly annoying from close range if you choose to fight them
with Leon's handgun. Helena has her Hydra shotgun, so she can use her quick
shot with that weapon to autotrack the dogs and give them a powerful blast to
the face. If you choose to fight the dogs with a weapon, try to shoot them
from long range with the handgun. It will take around four shots to kill them
on normal difficulty. Be sure to fire at them only when they stand still, if
they run, you run (run to the side to dodge their tackle).
Find the two --TALL CRATES-- and the --WOODEN CRATE-- to the left of the
burning oil drum then destroy them for some extra pickups. Run down the tunnel
ahead.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
There is a zombie munching on a guy along the dark tunnel. Only shoot at the
zombie and do not melee attack him since a train should be coming. Press the
Square+X/X+A button to dodge the train once again when it moves down the
tunnel. It will kill any zombies in the tunnel.
Keep dashing down the tunnel. The characters will reach another pool of water
with an electric cable in it at the end. Zombies will be moving through the
water and in front of it and they will attack. They will be damaged from the
electric water and some of them will be burning. Leon and Helena can knock
them back into the electric water to damage them. Find the door to the left
and climb up to it then open it using the partner assist button.
== UNDERGROUND - DARK TUNNEL ==
Move down the stairs. While running down the second set of stairs, Leon and
Helena's light on the side of their head will go out. Don't move too much when
this happens. The lights will come back on. Three zombies will attack while
in the dark. One zombie moves up the stairs off to the right and one zombie
will get up from below the wall directly ahead. Another zombie will move down
the stairs in the back of the characters. Be ready to deal with them when the
lights come back on.
Break the nearby --TALL CRATE-- against the wall before moving down the next
set of stairs. There is another --TALL CRATE-- and a --WOODEN CRATE-- beside
the wall across from the next set of stairs. Open the door in the corridor to
the left to continue.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2, [ ] Wooden Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== UNDERGROUND - SUBWAY TUNNEL 2 ==
Step off the side of the platform to the tracks below.
******************************** SERPENT EMBLEM *******************************
Campaign: Leon, Chapter 1 [SE43]
Location: Underground - Subway Tunnel 2
Leon and Helena will move through a Subway Tunnel where they will have to dodge
an oncoming train with a button prompt command. After they exit that tunnel,
they will enter a tunnel where their lights will go out and then they will be
attacked by a few zombies.
When the characters step into the next Subway Tunnel after that, hop off the
platform after moving through the doorway then look off to the left to see a
serpent emblem below the train cart to the right. Step back a bit to see it.
It's leaning up against the bottom right side of the train. It has to be shot
with a gun weapon.
*******************************************************************************
Follow the tunnel to the left. There is no reason to move down the other side
of the tunnel past the fence off to the right since the tunnel in the back is
blocked by water that has an electric cable inside of it. Dash down the tunnel
directly ahead.
While moving further ahead, several shadows can be seen on the lit up wall
directly ahead. The wall that I mention is on the left side of the tunnel.
Several zombies are up ahead. Get ready to run by them. Don't even think of
fighting all of them since they will group quite a bit. They will be leaping
toward your character, so don't stand still. It feels very different to run in
a Resident Evil again, but it's best to do so here.
Stay on the LEFT side of the tunnel and dash by the zombies. A train is coming
from the tunnel behind Leon and Helena and the train is on the right side of
the tunnel! Be sure to stay on the left side and allow the train to pass by.
It will kill some zombies and the zombies will leave behind some item pickups
that you might want to run back and grab. Be sure to dodge the surrounding
zombies while doing so though.
The majority of the zombies stay on the left side of the tunnel, so the train
will only kill a few. Follow the tunnel in the direction the train went. The
train stopped up ahead. A slight cutscene will play as the characters get
close to it. A zombie will move out from an air duct along the right wall, so
be sure to kill him off. Hop up on the walkway to the right of the train and
check the door.
The door is locked so Leon will have to boost Helena up on top of the train.
Move to the back of the train once again and step up against the train to get a
partner assist button prompt. Use the partner assist button to boost Helena up
on top of the train.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- HELENA GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Helena player will have to fall through the opening on the top of the
subway train cart. Helena will be attacked by a zombie in the train cart right
after falling inside, so prepare to shoot it. Open the door behind Helena so
the Leon player can step inside the train.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
== UNDERGROUND - SUBWAY TRAIN ==
NOTE: If you are playing single player as Leon, the zombie that should attack
Helena might wait until the Leon player enters the train to attack. It is on
the floor right near the locked door.
All is quiet in the subway train. There are a few dead bodies along the seats
on the sides, but nothing will happen here. A woman will scream as the
characters reach the other end. Use the partner assist button to open the next
door - the characters will ease the door open.
More dead bodies are along the sides of the train car up ahead. Something
sounds incredibly groggy in the next train cart. Let's run to the end and use
the partner assist button to open the door and see what's up in that next train
cart!
A few zombies will attack in this train cart. One will rise up from the seats
off to the right then another will get up further ahead. The zombie in the
back of the train cart is a spitter zombie - these will spit acid at your
character, so kill it quickly. Watch out behind the characters since two
zombies will attack them from behind also. One of the two zombies behind Leon
and Helena is a spitter zombie. The zombies try to block Leon and Helena from
both sides so kill the ones directly ahead kind of fast. Use the partner
assist button to open the next door when ready.
The bodies stay still in this cart. There is a zombie right outside the open
door to the left at the end of the cart however. He has a sledgehammer in one
of his hands and this boy has mean right hook, so watch out for him while
stepping out of the side of the train. He's immediately to the right after
hopping out the door.
== UNDERGROUND - SUBWAY TUNNEL 2 ==
A zombie should be in front of the train. Approach him from behind to get a
stealth melee prompt then kill him. Dash down the tunnel ahead. There is
another subway cart to the right near the left walkway up ahead. Climb up to
the walkway on the left side. Smash open the three --TALL CRATES-- along the
left side of the wall while moving ahead. Some of them hold remote bombs,
which will come in handy in a moment.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
There is a shutter up ahead with a red button next to it. Walk over to the
button and try to press it with the X/A button. Something is pissed on the
other side of that shutter, I think. A woman will suddenly start shouting and
banging on the inside of the subway cart to the side. Approach the double
doors of the subway cart and use the partner assist button to pull the doors
open. Man, this woman has the perfect recipe for disaster. I say we...
The woman will run over to the shutter and press the button. She will stand in
front of the shutter door as it opens and a zombie on the other side will grab
her and pull her under the door. Well, nevermind what I was going to say
early. Man, I feel sorry for her... honestly.
Place a remote bomb below the shutter door as it moves upward while the woman
stands in front of it then get FAR back. There are spitter zombies on the
stairs behind the door and a few other zombies right near the shutter. Allow
them to move out into the subway tunnel a bit then detonate the remote bomb.
Make sure to get really far back since the spitter zombies vomit up acid that
will hit and stagger your character. Watch for them to hold their head back to
know when they are about to spit - they can be countered from close range
shortly before they spit. A counter prompt appears while standing directly in
front of a spitting zombie seconds before it spits.
NOTE: Players can take cover behind the fallen soda machine to avoid the spit
from the spitter zombies.
The remote bomb should kill a few zombies and knock the others down. Run
toward the fallen crowd and toss an incendiary grenade at them to kill them off
or highly damage them. After tossing the incendiary grenade, quickly shoot any
zombies that haven't dissolved yet. This crowd can be bad if they are allowed
to stand up freely and shoot out their acid spit. They all shoot at different
times, which makes them much worse. The characters will run into spitter
zombies from now on. They look just like normal zombies except they spit up
acid from long range.
== UNDERGROUND - SUBWAY ==
Move up the stairs past the shutter. A few zombies are lurking around the
stairs and corridor up ahead - one can be killed with a stealth melee in front
of the turnstiles. Kill them as the characters step up to them. Be on the
lookout for stray zombies behind the characters - two of them will follow the
characters up the stairs. Hunnigan will contact Leon and Helena soon and
discuss the situation in the streets outside. It doesn't look good.
Break open the two --TALL CRATES-- against the right wall. Move past the
turnstiles then use the partner assist button to open the gate door to end this
portion of the chapter.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
______________________
________________________________________________________/ STAGE 1-4 -- THE TOWN
-------------------------------------------------------------------------------
== THE TOWN - SUBWAY EXIT TUNNEL ==
--> Objective: Get to the cathedral
Hunnigan will contact Leon and Helena as they move up the stairs. Let's see
what the damage looks like on the outside.
== THE TOWN - STREET ==
A fireman zombie with a fire axe will try to hit the first player that steps to
the top of the stairs. He can be killed or the characters can just allow him
to stay there with his axe stuck in the wall and run down the street ahead.
The zombies out in the streets will usually not mess with Leon or Helena unless
the zombies are aggravated in some way, like hitting them for instance.
A car will crash into a fire hydrant up ahead. Civilians will run down the
street and duck into the alley off to the right. Zombies will start to group
up on the car that crashes. A few zombies will attack from the left side of
the street up ahead. Find the breakable --WOODEN BARREL-- off to the right
near a fence. There is also a --WOODEN BARREL-- in front of the fence with the
lone zombie behind it on the left side of the street.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrel x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* Any zombies that are in the background of the area surrounding the streets
can be instantly killed with one handgun shots. The zombie outside the left
fence in the street can be killed with one shot from any weapon. Players
will see several of these background zombies up ahead. Killing them is
useless, but it's fun to try for in order to get some extra kills.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
A zombie is munching on a person behind the fence off to the right and another
zombie is banging on the door of the building to the left. Someone up ahead
needs help! Rush toward the person trapped underneath the car and use the
partner assist button to move the car.
Holy hell! Now, that was random. It seems the guy didn't make it since some
people drive recklessly during zombies outbreaks. Zombies will hop through the
windows of the bus to the left. Don't stand out in the street and keep
fighting zombies at this part - it's easy to get grabbed while doing so. Keep
moving ahead and step by the zombies that are busy. It's best to step around
the left side of the car in the middle road up ahead.
A zombie with a machine gun is on the right side of the car. He is fully
armored and can only be hit with leg shots. There is a fire blocking the rest
of the street up ahead. Step into the alley off to the left. Watch out for
the zombie in the alley.
== THE TOWN - ALLEY WITH CATWALK PLATFORM ==
Climb the ladder off to the right at the end of the alley. Leon and Helena can
move along a catwalk platform up above a horde of zombies. Leap over to the
next catwalk platform to the right at the end of the first catwalk platform.
The first player that jumps across will get grabbed by a zombie below, but that
character will manage to pull up.
There is a zombie on a platform ahead that is set up for a leg grab
environmental melee. Step behind the zombie while it stands and looks the
other way to get a button prompt command for a melee attack while standing
below it. Press the melee button to grab its legs and pull them out from under
it and make it hit its head on the catwalk. This same type of melee can be
done while standing above a zombie on a platform such as the top platform as
well. It can be done both slightly above a zombie and slightly below so long
as it's a small platform. It can also be done to J'avo in other campaigns.
Step up to the higher platform then fall to the alley on the opposite side of
the catwalk. Use the partner assist button to open the door ahead.
== THE TOWN - STREET BEYOND THE FLAMES ==
A burning car will drive by the street up ahead and several zombies will run
after it. Let's see, I think we are headed that way. Run from the zombies in
the street. They can get really dangerous in this street. There are a few
armored zombies and one of them has a machine gun that it will fire at the
characters. Zombies will exit from the flames on the right side of the street
and the left side so they will continue to pour onto the street to chase the
characters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* If players run out toward the burning car and then move behind the running
zombies, they will get stealth melee button prompts while running behind the
zombies, so at least one of them can be killed instantly with a stealth
melee.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Find the alley off to the right down the left side of the street then run into
that alley.
== THE TOWN - ALLEY ==
The zombie that stands can be stealth melee killed if a player sneaks behind
it. Leave or kill the zombie that munches on the body to the side and follow
the alley ahead. Ah, a light is coming from the alley off to the left! It
must be help! No, it's a zombie with a light on its chest. I guess Silent
Hill characters aren't the only ones that favor lights on their bodies. Break
the two --WOODEN BARRELS-- before climbing the ladder.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrel x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
And yeah, climb the ladder of course. Sneak up behind the zombie on top of the
catwalk platform then shove his head into the railing with a stealth melee.
Use the partner assist button to push the large container off the side of the
platform. Immediately climb up to the platform at the right since the car
alarm from the smashed car below will make the zombie with the machine gun on
the street below shoot at the characters. Walk out onto the bus off to the
left then fall off the right side of it - away from the carnage.
== THE TOWN - STREET ==
A car will suddenly back down the street in a very quick reverse. Wow, that
was crazy! Don't move down the street directly ahead since something even more
random will happen! An armored vehicle will drive out from the left and smash
into the car near the building off to the right. The armored vehicle can
actually hit a player and knock the character into dying status! There's
nothing quite like instant pwn!
The only option left is to enter the store to the side. Walk over to the
double doors of the "Modern RED" building and use the partner assist button to
open the front doors.
== THE TOWN - MODERN RED BUILDING ==
I hope a UFO doesn't crash into this building with the way things are going.
Move past the pool table off to the right then step around the corner in the
back. Yeah, there is a dead body near the refrigerator, and no, he won't get
up. Break the --WOODEN BARREL-- off to the left while moving behind the
counter. Open the door to the right behind the counter.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrel x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== THE TOWN - BEHIND MODERN RED BUILDING ==
Ah, silence - never good! Step by the dead body and open the door up ahead.
The dead body on the other side of the door will get up and the zombie will
attack as one character moves by it. Break the --WOODEN BARREL-- near the
fence. There is a weapon in the soldier's hand on the other side of the fence,
but the characters can't reach it just yet. Open the door to the left while
facing the fence.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrel x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== THE TOWN - RESIDENCE ==
Enter the living room of the residence through the corridor to the side. There
is a news broadcast on the TV. Either the people to the side are dead or
severely depressed. I think they are just plain bored with not having cable
myself. There is nothing to do in the room so open the door on the opposite
side of the living room. Zombies can be seen out the windows to the left of
the corridor behind the door. They won't attack though.
Try to open the door at the end of the corridor with the dead body slumped over
against the wall. The door is locked!
--> Objective: Find the key
How dare we be forced to backtrack in a new Resident Evil game! That is like
total sacrilege now! I thought we must always move forward no matter what.
Anyway, the key has to be somewhere in the residence, so move back into the
living room. The female that is slumped over on the couch now has a shiny key
on the side of her shorts. I sure didn't see that earlier. Take the
**BACKDOOR KEY** from her. The body beside her will fall over.
--> Objective: Get to the cathedral
Get ready to kill the zombie that gets up from the wooden chair. Run back into
the corridor then use the key to unlock the door. The body to the side will
fall over when the characters step near it. That body will become a zombie and
attack while trying to unlock the door. Stomp the zombie in his head then open
the door.
NOTE: To avoid taking damage from the dead body that reanimates into a zombie
near the back door, walk over toward the body after getting the key and allow
it to fall. Stay away from it for a few seconds and it should start moving.
Kill the zombie while it moves then open the door.
== THE TOWN - ALLEY OUTSIDE RESIDENCE ==
Ah yes! Pick up the ++SHOTGUN++ from the dead soldier against the wall. A guy
will get chased down and attacked by zombies in the streets outside the fence
to the left. Break the two --WOODEN BARRELS-- near the fence. The guy outside
the fence can't be saved, so just let the zombies eat him. We need to get to
that cathedral so Helena can share her secrets with Leon. Be warned that
zombies can climb gates in this area and the next.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] ++SHOTGUN++
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrel x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Use the partner assist button to open the door off to the side.
== THE TOWN - WINE STORAGE AREA ==
A new enemy will be shown in a cutscene. This is a "Shrieker" These enemies
attack by forming a red bulge on their chests and then screaming their head
off. This scream will damage and stun a character that stands near them and it
will also call forth zombies. Zombies are attracted to a Shrieker's screams.
A Shrieker can be hit in any portion of its body, but it is weakest when the
red bulge on its chest is in view. At that time, blast it in the red bulge on
the chest to kill it off quickly.
A Shrieker's red bulge builds up when it prepares to scream however, so it
shows its weakness right before it attacks. Follow the Shrieker into the
building off to the right. It will run down the corridor of the building.
A zombie will open the door to the left while following the Shrieker and the
Shrieker will step by another zombie up ahead. Try to blast through the
zombies and melee them to the side and follow the Shrieker. Zombies will move
in from the corridor outside the building as well. Zombies will step through
the doors off to the left when the characters step around the corner further
ahead. Use an incendiary grenade here or a remote bomb if zombies start to
pile up. You could actually place a remote bomb in the corridor and leave it
there for when the Shrieker retreats back down the corridor.
The Shrieker is hiding behind the left corridor up ahead. Take out the shotgun
and wait for him to step out then make him eat lead right in his red bulge on
his chest. BE SURE TO STEP AWAY FROM THE SHRIEKER WHILE IT DIES! It will make
one final scream as it dies. The scream will damage zombies and any
surrounding characters. The Shrieker will drop --1000 SKILL POINTS-- once
defeated - all Shriekers will drop this amount. The zombies in the area will
stop being so aggressive once the Shrieker dies. Open the next door.
== THE TOWN - BACKYARD ==
Check the door up ahead with the X/A button. It's locked from the other side.
NOTE: There is an explosive barrel behind the fence to the left. Leave it
there and remember its location.
Move up the stairs to the right. There is a walkway up above that locked door
on the other side. Use the partner assist button near the side of the walkway
without railing to toss Helena over to the other high walkway.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- LEON GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
After tossing Helena over to the other walkway, look down to the left and aim
toward the explosive barrel behind the fence. When zombies start to move near
it from the other side of the fence, blast the explosive barrel. Zombies will
move up the stairs from the fences on both sides of the area below then attack
the Leon player. Stay on the stairs and set up a light stun on them with a
quick shot then knock them back down the stairs with Leon's light stun melee
from close range. His kick has good range. The Helena player should have the
door open soon.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- HELENA GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
After she lands, Helena needs to push the metal container off to the right.
Use the X/A button to push the container. Fall down the left side of the
walkway after pushing the container then unlock the door for Leon.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Open the door behind the door down the corridor.
== THE TOWN - AFTER HOURS BAR ==
Break the --WOODEN BARREL-- behind the counter to the left. Move further into
the bar area.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrel x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
******************************** SERPENT EMBLEM *******************************
Campaign: Leon, Chapter 1 [SE44]
Location: The Town - After Hours Bar
After Leon and Helena exit the residence where they must find a key to unlock
the back door, they will have to work together to unlock another door where
Leon will have to toss Helena to a high walkway then she will have to unlock
the door from the other side. After this, the characters will step into a bar
area. This serpent emblem is on a small counter to the left just past the main
counter while stepping toward the exit doors of the bar. It can be hit with
Leon's knife easily.
*******************************************************************************
It's that time again! Partner assist door opening time! Open the entrance
doors to the bar with the partner assist button.
== THE TOWN - STAGLA GAS STATION AREA ==
There are two --WOODEN BARRELS-- on the right side of the street in this area.
One is on the right side of the gas station (while facing it) and one is near
the building to the right of the gas station (while facing it).
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrel x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
A group of survivors will get attacked by zombies during a cutscene. Rush over
to the survivors after the cutscene and help them by killing off the zombies.
Get the zombies in wrestling holds and show the survivors how we did things in
Raccoon City long ago! We never just shot zombies - we freaking got them in
headlocks and slammed their heads into the street.
NOTE: Killing off zombies is what will activate the next objective. If you
toss an incendiary grenade at the crowd of zombies near the survivors, you will
get the next objective almost instantly. It's a good way to save on health
from possible zombie grabs in the crowd also.
--> Objective: Eliminate all enemies
While fighting off the zombies, a Shrieker will eventually appear on top of the
truck across from the gas station. This Shrieker means that something
incredibly random is about to happen. Notice the way the survivors move away
from the gas station pumps. That's because they read my guide ahead of time
and now you know about this too.
Run back toward the front of the bar building since an armored car is about to
slam right into the gas station from the burning street across from the gas
station. Once the armored vehicle slams into the building, armored soldier
zombies will exit the back of the vehicle and start shooting. The Shrieker
does not have to be defeated here, but defeating it will make it drop --1000
SKILL POINTS--.
When one of the survivors yells out for someone to shoot the gas that is
spewing out of the street, shoot the gas with a gun weapon to end the fight.
NOTE 1: The best way to defeat the Shrieker during this battle is to step near
it as it falls off the truck. It will have its red bulge out then, so just
shoot it to kill it!
NOTE 2: The gas that spews out of the street can only be shot once one of the
survivors calls your attention toward the gas geyser and the gas has a marker
on it.
--> Objective: Get to the cathedral
Follow the survivors down the alley beside the remnants of the gas station then
use the partner assist button to open the gate doors off to the left in the
back of the alley to end this portion of the chapter.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
______________________
________________________________________________________/ STAGE 1-5 -- GUN SHOP
-------------------------------------------------------------------------------
== GUN SHOP - BEHIND THE GUN SHOP ==
The characters will start in the back of the gun shop. Move ahead and open the
door then step inside.
== GUN SHOP - FIRST FLOOR ==
The gun shop owner will not let anyone upstairs until all the zombies that
surround the store on the bottom floor are killed off.
While the gun shop owner complains about the zombies, move into the front room
and grab the --FIRST AID SPRAY-- off the counter. There is an --INCENDIARY
GRENADE-- near the glass on the gun rack across from the counter and there is
another --INCENDIARY GRENADE-- beside the small tables by the windows on the
back right portion of the front room. Collect the two pickups of --9MM AMMO--
on the gun rack near the windows.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] First Aid Spray, [ ] Incendiary Grenade x 2, [ ] 9MM Ammo x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Objective: Eliminate all enemies
Zombies will start to pour into the gun shop from the surrounding windows.
Stand around the middle of the room near the windows and blast zombies that try
to step through the windows. Use the handgun to shoot them outside the
windows. If you allow them to step inside, your character can grab the items
they drop though! Your AI partner will help out a lot here in single player
with the pinpoint aiming for this area.
This part has most zombies the have been fought so far - fireman zombies,
zombies with body armor and machine guns, spitter zombies, zombies with
weapons, etc. The spitter zombies can be the most evil at this part with their
sudden acid spit from long range, so be on the lookout! Don't be afraid to
pull out a shotgun here. RE6 is not all about melee like RE5 was, so heavy
firepower is needed at times.
Keep in mind that there is a one window on the opposite side of the store (near
the gun cases). The zombies almost always find some way to get in from one
side of the gun shop, so be on the lookout for zombies that enter the store.
The survivors will start to fight with each other eventually.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
While in the Gun Shop after the Stagla Gas Station, zombies will be hiding on
the rooftops of the outside area. Shoot at least three of these zombies to get
this medal at the end of the chapter. These can be shot in the lower area of
the Gun Shop, on the upper floors and while inside the bus!
Here a few rooftop zombies (there are a few more than this):
o While in the Gun Shop, look out the window that is across from the front
counter to see a zombie on the rooftop of the building across the street.
o While in the Gun Shop, look out the window that is across from the front
counter to see a zombie on a lower walkway of the building across the from
the window. Even though this one isn't on the rooftop, it still counts
toward this medal.
o While in the Gun Shop, move over to the side with several windows and look
out the left window. There is a zombie that can barely be seen on the
rooftop across from the window. He is very dark because he is so far. Shoot
him.
Video Link: http://www.youtube.com/watch?v=jOdbIeq9D8A
.--------.
MEDAL: Killed 3 zombies hiding on the rooftop | [ME141]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
A cutscene will play where one of the survivors (Peter) will hop out a window
and leave the store. The fight will continue after he leaves. Peter will
eventually shoot a zombie in a cutscene and the zombie will become a new enemy.
The Bloodshot zombie that attacks Peter will move toward a window and enter the
gun store after the cutscene.
Bloodshots are highly aggressive zombies with much more durability than a
standard zombie. They are very hard to knock down and its hard to stagger
them. Their weakness is their aggressiveness however, especially from long
range. From long range, a Bloodshot will prepare a jumping lunge then suddenly
leap at your character and try to tackle the character. This attack is SO easy
to counter. The counter prompt appears right when the Bloodshot gets in close
range during its leap and the counter melee will instantly kill a Bloodshot!
It's uppercut attack is another weakness. Counter its uppercut attack shortly
before it uppercuts from close range to set it up for a frontal heavy stun
(Coup De Grace) melee then hit it with that melee to usually kill it.
A Bloodshot is weak in its legs. Fire at its leg to stun the creature
eventually and set it up for a Coup De Grace melee. Gunshots are not near as
good as countering a Bloodshot though. Countering the creature is definitely
its weakness. A Bloodshot will always drop --500 SKILL POINTS-- once defeated.
The battle will carry on like before once the Bloodshot is defeated. Many of
the zombies seem to move in from the side with the single window near the gun
cases toward the end of the battle. Eventually, the gun shop owner will ask
about the people downstairs. He will make the shutters fall and cover the
windows on the first floor then open the door at the top of the stairs and
allow the characters upstairs.
--> Objective: Go upstairs
Move upstairs and enter the second floor room.
== GUN SHOP - GUN SHOP OWNER'S ROOM ==
While the gun store owner talks, pick up the --RED HERB-- and --9MM AMMO-- on
the table to the left of him then pick up the --REMOTE BOMB-- on the couch.
Once the gun store owner finally moves his ass out of the way, open the drawer
of the desk he is standing in front of then snatch the --12-GAUGE SHELLS-- from
inside - you can open the drawer and grab them while he stands in front of it
also.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Red), [ ] 9MM Ammo, [ ] Remote Bomb, [ ] 12-Gauge Shells
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Objective: Eliminate all enemies
Eventually the gun store owner will tell the Japanese guy to activate the
shutters. Zombies will start to show up on the walkway outside the windows on
the side of the room. The characters will have to fight off some more zombies
for a while. This part can get bad with spitter zombies at times. They will
literally spit through the windows, so stay on the move and watch for them.
One of the zombies outside the windows has grenades strapped to his chest so
shoot his grenade strap to make him blow up. Eventually the shutters will
close over the windows.
The gun shop owner will insist on entering the room through the door to the
side. Follow him into the next room.
== GUN SHOP - WORKSHOP ==
Check the workbench directly ahead and collect the --GREEN HERB-- off the top
then open the drawer and grab the --12-GAUGE SHELLS-- from inside. The
workbench off to the left side of the room has --12-GAUGE SHELLS-- in its
drawer as well.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green), [ ] 12-Gauge Shells x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NOTE: Players can collect all the items after the upcoming fight. It's hard to
collect them all before fighting the next enemy.
Eventually, a new enemy will bust through the door of the room that the
characters just came from. This new big zombie is known as a "Whopper". This
thing rampages in one direction often - it will literally break out into a
nearly unstoppable run. It's very dangerous to stay in one place too long when
fighting a Whopper. It's also just as dangerous to stay in the current room
also. This Whopper is a "Whopper Supreme", which has more health than the
standard Whopper.
Move back into the last room by stepping through the doorway to have a breather
from the Whopper's aggressive attacks. It will still move back through the
door, but you'll have much more room to fight him. Aim for his legs and blast
him in the legs with the shotgun. It's really best to take advantage of weapon
switch firing while fighting him if you choose to use the shotgun. Hold down
the R1/RT button while the shotgun is equipped and switch back and forth from
another weapon to the shotgun to fire the shotgun rapidly. Hitting the Whopper
in the legs will eventually stun the Whopper and set it up for a Coup De Grace
melee. Run toward the Whopper and hit it with the melee for some heavy damage.
Whoppers will always drop --2500 SKILL POINTS-- once defeated. As already
mentioned, this particular Whopper (Whopper Supreme) has more health than
others. They aren't all as durable as this one.
Bloodshots will step through the window of the Workshop while fighting the
Whopper. It's really a good idea to use remote bombs during this fight if you
have around three of them. You can place one in the middle of the room before
the Whopper even burst through the door then detonate it shortly after - be
sure to wait a bit since he is invincible when he first appears. Each remote
bomb will stun him - it takes three remote bombs along with Coup De Grace melee
follow-ups to kill him in normal mode. Remote bombs will also instantly kill
any Bloodshots that enter the room through the window. You won't need remote
bombs for much else that is coming your way, so think about using them here.
Incendiary grenades can help out for the Bloodshots since it will kill them
instantly most of the time.
The gunshop owner will move into the next room after the fight. Follow him.
== GUN SHOP - STAIRWAY ==
Enter the room through the doorway to the left and take the two --INCENDIARY
GRENADES-- from the shelf directly ahead. Back outside the room, move up the
stairs. There is a --REMOTE BOMB-- on the counter to the left before exiting
out the door to step outside. Follow the gun store owner as he kicks through
the door.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Incendiary Grenade x 2, [ ] Remote Bomb
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== GUN SHOP - OUTSIDE WALKWAY ==
Shoot the zombies as they move over the railing to the right while outside if
any are there. Equip a remote bomb very quickly. A cutscene will trigger
eventually.
--> Eliminate all enemies
Don't worry about the gun store owner as he hangs from the railing. Put your
attention on the zombies, Bloodshot and Whopper that are moving over the
railing off to the right. Equip a remote bomb then run over to the railing and
place the remote bomb near it then detonate it once the Whopper moves over the
railing. Finish the Whopper off with remote bombs if you have them or use the
shotgun along with weapon switch firing mentioned above to spam him with
buckshot in his legs. This Whopper is not a supreme like the last Whopper, so
he falls quicker - especially to remote bombs. The Whopper will drop --2500
SKILL POINTS-- just like the other one.
NOTE: You can place a remote bomb by the right railing after first stepping
outside then detonate it after the cutscene, when the Whopper steps over the
railing. This REALLY helps out a lot!
Use incendiary grenades to instantly kill any Bloodshots if you don't want to
counter them here. Blast the zombies that try to move over the railing after
the bigger wave of enemies.
A bus will arrive during a cutscene eventually. The gun store owner will open
the back gate and then run below. Follow him through the doorway then drop to
the walkway below and fall to the alley afterwards. Move toward the group to
trigger a cutscene.
== GUN SHOP - BUS ==
--> Objective: Clear a path for the bus
Yep, it's not over yet! A Whopper will grab the front of the bus from outside.
Equip incendiary grenades and find the spitter zombies in the back of the
Whopper. There are around four or five of them. Toss an incendiary grenade at
the spitter zombies and ignore the Whopper for right now. The spitter zombies
will constantly hit the characters in the bus with their acid spit if you don't
kill them fast. Use a handgun to kill one if the incendiary grenades don't
kill it. It's sometimes hard to get an incendiary grenade past the Whopper.
Make sure all of the zombies behind the Whopper are defeated then take out the
shotgun and blast the Whopper with the shotgun. Switch to another weapon while
holding down the R1/RT button to fire the shotgun and keep switching back and
forth to rapid the shotgun. The spitter zombies are the worst problem with
this fight if you allow them to stay behind the Whopper. Once the Whopper is
damaged enough, it will stagger and a cutscene will trigger that will end this
chapter!
Zombies will enter the bus through the windows in the back and a Bloodshot can
enter the bus also. It's best to focus most firepower on the Whopper however.
Once he is damaged enough, the fight will be over. Blast the zombies just
enough to knock them down if they start to enter the bus then go back to
shooting the Whopper.
___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___
\_/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \__/ \_/
/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \___/ \
\_____________________________________________________________________________/
/ __ _ \
/ / ___ ___ _ __ \_______________/ /\ /\ ___ | | ___ _ __ __ _
/ / / _ \ / _ \ | '_ \ / LEON CAMPAIGN \ / /_/ // _ \| | / _ \| '_ \ / _` |
/ /___| __/| (_) || | | |\_______________// __ /| __/| || __/| | | || (_| |
\____/ \___| \___/ |_| |_|/ \\/ /_/ \___||_| \___||_| |_| \__,_|
\_____________________________________________________________________________/
/ \
-- RANKING REQUIREMENTS LEON, CHAPTER 2
.-----------------------------------------------------------------------------.
| RANK | ACCURACY | DEATHS | CLEAR TIME | ENEMIES ROUTED |
|=============================================================================|
| A | 70% or more | 2 or less | 80 minutes or less | 80 enemies or more |
| B | 60% | 5 | 100 minutes | 60 enemies |
| C | 50% | 7 | 120 minutes | 40 enemies |
| D | 49% or less | 8 or more | 121 minutes or more | 39 enemies or less |
'-----------------------------------------------------------------------------'
.--------------------------------------------------------------.
| POINTS RECEIVED PER RANK |
|==============================================================|
| RANK | A | B | C | D |
| POINT AMOUNT | 25 points | 20 points | 15 points | 10 points |
'--------------------------------------------------------------'
.-----------------------------------------------------------------------------.
| TOTAL RANK POINTS FOR FINAL SCORE |
|=============================================================================|
| RANK | S | A | B | C | D | E |
| TOTAL POINTS | 100 pts | 90 pts | 75 pts | 55 pts | 45 pts | 44 pts or less |
'-----------------------------------------------------------------------------'
[LK02]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
C H A P T E R 2 - B U R I E D S E C R E T S
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
June 29, 2013
Tall Oaks, USA
_____________________
_________________________________________________________/ STAGE 2-1 -- THE BUS
-------------------------------------------------------------------------------
== THE BUS ==
--> Objective: Survive the zombie attack
Leon and Helena will wake up shortly after the bus crashes and they will be
laying down in the middle of the bus. Hold the L1/LT button to aim then start
shooting at the zombies in front of the characters. Shoot rapidly and try to
hit the upper bodies of the zombies. Pick up the two --9MM AMMO-- pickups in
the back of the characters while reloading, but don't stop shooting much.
The bus will shake and the characters will scoot to the back of the bus as the
bus tilts over. Keep shooting the zombies to keep them away until a cutscene
triggers.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_____________________________
_________________________________________________/ STAGE 2-2 -- FOREST CEMETERY
-------------------------------------------------------------------------------
== FOREST CEMETERY - GRAVEYARD ==
--> Objective: Go through the cemetery
Hunnigan will contact Leon and Helena after the bus crashes. The characters
will start out near a burning bus. Their combat gauge will be exhausted, but
it should recharge before any trouble starts. Lay down on the ground to make
it recharge quicker.
Find the path across from the crashed bus. The characters will have to reach
the cathedral through the cemetery. What a great place to be during the middle
of a zombie outbreak, eh?
Follow the path into the cemetery and be on the lookout for stray zombies that
will suddenly walk toward the characters from the shadows. Zombies will spawn
often out in the cemetery but they usually come one at a time, so it's nothing
that Leon and Helena can't handle with their wrestling holds.
NOTE: Don't move off the sides of the path too much. There are several open
graves in the cemetery that the characters can fall into. Once a characters
falls into a grave, they will be waist-deep in water and a zombie will attack
the character. The ladder in each grave can be used to climb out of the grave.
The characters will pass by a second lamppost and then a third lamppost. The
third lamp post has an open grave near it. Be sure to avoid the grave and keep
moving forward. After passing by the third lamppost, a flash of lightning will
stagger the characters and zombies will appear all around them. Be prepared to
move away from their sudden lunges and quick shot them then knock them to the
ground. If you're good at counters then time the R1/RT prompts before their
attacks to kill them off quickly.
*********************************** TREASURE **********************************
Campaign: Leon, Chapter 2
Location: Forest Cemetery - Graveyard
Contents: 5000 skill points
While Leon and Helena follow the path in the Forest Cemetery, they will pass by
lampposts that are lit up. While passing by the third lamppost (with the open
grave near it), lightning will flash and zombies will attack. Once the
characters pass by the third lamppost, look off to the right to see a fenced
area with a wooden fence around it. Step off from the path and enter that
fenced area through the entrance on the opposite side. Approach the stone
coffin in that area to get a X/A button prompt. Press the button then tap the
Square/X button to open the coffin. There are 5000 skill points inside.
NOTE: The fenced area is closest to the fourth lamppost, but players will see
it off to the right while stepping away from the third lamppost. The main path
zigzags a lot when approaching it.
*******************************************************************************
Zombies will attack more aggressively now. They will start to spawn in groups
of two and they will move toward the characters faster. The characters will
come upon a forth lamppost eventually.
******************************** SERPENT EMBLEM *******************************
Campaign: Leon, Chapter 2 [SE45]
Location: Forest Cemetery - Graveyard
While Leon and Helena follow the path in the Forest Cemetery, they will pass by
lampposts that are lit up. While passing by the third lamppost (with the open
grave near it), lightning will flash and zombies will attack. Once the
characters pass by the third lamppost, they will eventually reach a fourth
lamppost along the zigzagging path.
When the fourth lamppost is reached, step off toward the gravestones on the
left side of the path. Find the obelisk stone (slender and square-shaped) then
step to the opposite side of this stone to find a serpent emblem in the circle
indention along the opposite side. It can be hit with a melee.
NOTE: Lightning will strike while near this area, so be prepared to fight some
zombies.
*******************************************************************************
Keep following the path and run past the fifth lamppost. Lightning will strike
soon and then the characters will have to fight a sudden crowd of zombies.
When Leon and Helena reach a sixth lamppost walk forward just a little more and
there is a closed coffin off to the left. Open it using the X/A button
followed by Square/X button taps to find a --GREEN HERB-- inside.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The path in the Cemetery will split. The right path leads to a locked gate. A
zombie dog stands in front of the gate so be ready to shoot the dog from a
distance or counter the dog. Move down the left path and approach the building
then open the door.
== FOREST CEMETERY - BUILDING ==
Collect the --INCENDIARY GRENADE-- from off the shelf near the bed in the back
of the building. Approach the door in the middle of the building and open it
using the partner assist button.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Incendiary Grenade
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
A dog is on the other side of the door and it will jump past the characters and
run out the door. Don't worry about the dog at the moment. Enter the restroom
that the dog was in and collect the --9MM AMMO-- from off the sink directly
ahead. Exit the building.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] 9MM Ammo
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== FOREST CEMETERY - GRAVEYARD ==
A cutscene will trigger. That dog has the key for the gate in its mouth! The
characters will have to hunt down the dog and get that key. The dog's location
can be seen by watching for the red marker. It will have a red diamond marker
over it when the characters get close to it. Backtrack through the cemetery.
Zombies will still spawn randomly and a few zombies dogs will attack once Leon
and Helena reach the middle of the cemetery. The zombie dogs here take many
handgun shots, so blast them with the shotgun if needed. Use the quick shot
when they are close. It's far better to counter a dog for an instant kill
rather than shoot one though. Wait for the dog to stop ahead of your character
then it will eventually charge the character and jump and that is when the
counter prompt will appear. Dogs are slightly random in the way they jump, yet
they are predictable most of the time if you watch closely.
NOTE: If you have trouble with hitting the zombie dogs, toss an incendiary
grenade at them while they stand in place from a distance. This should
instantly kill one on normal mode. Zombie dogs can be quite a nuisance if you
can't time the counters against them well.
The dog with the key is basically back at the beginning of the cemetery. It
will be to the left of the second lamp post the characters ran by. It is now a
zombie dog it seems - or either it was a scared zombie dog earlier. Sneak up
on the zombie dog then toss an incendiary grenade at it then blast it with
handgun fire while it burns. Yeah, berserker rage, bitch! Pick up the
**CEMETERY KEY** from the ground where the dog was.
Dash all the way back to the gate by following the path once again. Watch out
for the zombies that randomly spawn from the graves on the way back. Use the
key to unlock the gate to the crypt ahead then use the partner assist button to
open the gate doors. A cutscene will trigger.
== FOREST CEMETERY - CRYPT MAZE ==
Leon and Helena will get separated since the zombie in the cutscene will tackle
Leon and knock him over the side of the railing. Leon will land on the west
side of the cemetery and Helena will have to move along the east side. Use the
map in each gameplay section below to easily navigate through the cemetery.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- LEON GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
CATHEDRAL STAIRS
|___|
|___|
L __________________________| |________________________
O D | Shrieker |
___ C O | _______________________________________________ |
|GH |K O | | | |
| E R | | | |
| |D | | | |
| |_______| |_________ ____________ ________| |
| | | Shrieker | | Shrieker |
| _____________________| | ____ | | ________|
| | | | | | | |
| | | | | |___________| |________
| | | | |< RH (in coffin) |
| |__________________ |___| |________________________ |
| Shrieker | | |
|__________________ | ____________________ | |
| | | | | |
___ | | | ____________ | | |
| | | | | | | | | D | ___
| | | | | | | | | o | | |
| | | | | | | | | g | | |
| |________________| |_______ | | | |_________| |___| |
| | | |< HELENA | |
|________________________________| | | STARTING |_________________________|
LEON STARTING ^ |- -|
START
NOTE: GH = GREEN HERB
RH = RED HERB
--> Objective: Reunite with your partner
A few zombies will immediately attack the Leon player when Leon gets up. Be on
the lookout for armored zombies in this area. It's best to start off hitting
them with melee since gunshots will bounce off their armor. Zombies will
constantly exit crypt doors in this area. There is nothing important down the
path directly ahead of Leon - to the west on the map. There is a zombie that
can be stealth melee killed down that side though.
Look off to the right to spot a Shrieker looking around the corner to the
north. The Shrieker is going to run when Leon approaches him. He will run and
ready a scream. An armored zombies is around the corner with him. Run from
the Shrieker as it prepares to scream then blast it in its red chest bulge from
a distance to easily defeat it. Watch out for that death scream!
Follow the path to the west then make a right and grab the --GREEN HERB-- from
the dead end area to the north. There is a locked door off to the right - this
door cannot be opened in Leon's campaign. Go back and follow the path to the
east on the map. A zombie can be stealth killed directly ahead. A Shrieker
will notice Leon along the path to the left and then run from him. Follow the
Shrieker.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NOTE: Keep the green herb to combine with the Red Herb from the coffin on
Helena's side after meeting up.
Shoot the Shrieker while it is on the stairs then wait for it to charge up a
scream while Leon stands at long range then blast it in the red bulge on its
chest to quickly kill it off. Move up the stairs ahead. Helena should be
moving down the opposite side of the path directly ahead soon. Both players
should meet at the stairs off to the north in the north portion of the crypt
area.
NOTE: Leon can backtrack through Helena's path and pick up the --RED HERB--
from inside the coffin marked on the map and possibly find some skill points or
random item pickups from enemy drops. See the Helena walkthrough to find out
the location of the red herb in text.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Red)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- HELENA GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
CATHEDRAL STAIRS
|___|
|___|
L __________________________| |________________________
O D | Shrieker |
___ C O | _______________________________________________ |
|GH |K O | | | |
| E R | | | |
| |D | | | |
| |_______| |_________ ____________ ________| |
| | | Shrieker | | Shrieker |
| _____________________| | ____ | | ________|
| | | | | | | |
| | | | | |___________| |________
| | | | |< RH (in coffin) |
| |__________________ |___| |________________________ |
| Shrieker | | |
|__________________ | ____________________ | |
| | | | | |
___ | | | ____________ | | |
| | | | | | | | | D | ___
| | | | | | | | | o | | |
| | | | | | | | | g | | |
| |________________| |_______ | | | |_________| |___| |
| | | |< HELENA | |
|________________________________| | | STARTING |_________________________|
LEON STARTING ^ |- -|
START
NOTE: GH = GREEN HERB
RH = RED HERB
--> Objective: Reunite with you partner
Helena will remain at the front of the cemetery. She can't move near the ledge
where Leon fell and fall down a few feet to follow him because she can't get a
button prompt for falling down, so she will have go the other way. I'm sure
glad people aren't limited to button prompts for actions in real life or it
would suck very badly such as this situation...
Follow the path to the east on the map. Helena will run into a zombie dog
eventually. Wait for the dog to stand still when it notices Helena then
counter it when it runs toward Helena and tries to jump. Helena can also use
her shotgun or an incendiary grenade to kill the dog. A zombie with a dagger
will move in from the north path after the dog is finished. There is nothing
along the east path. Go north. A zombie will be down the path to the left
(west) and a few more zombies might approach Helena so be on the lookout. Move
to the west to open the coffin that has the --RED HERB-- inside of it. Don't
move to the west unless you want to fight the Shrieker and stealth kill the
zombie at that end. The Shrieker will drop --1000 SKILL POINTS-- as usual.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Red)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Run along the next path to the north as it curves to the right (east). A
Shrieker is along the path at the second turn, so be ready to blast him when
his chest bulges out and glows red. He will drop --1000 SKILL POINTS--.
Helena will be able to meet up with Leon again in front of the stairs to the
east while following the path past the Shrieker.
NOTE: Helena should definitely backtrack through Leon's path and pick up the
--GREEN HERB-- that is discussed in his walkthrough. Look on the map to see it
clearly. Helena can also move through Leon's area and find ammo and skill
point pickups.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Both players will meet near the stairs in the north. The path above the stairs
leads to the cathedral courtyard. Move up the stairs and follow the path to
the end.
The characters will be happy to see each other once again. Leon is so glad
that Helena went the extremely long way around the Crypt Maze instead of making
a six foot jump to safely join him and stick together in that zombie-infested
area. Man, Helena, I'm so glad you made it through that meaningless self-
torture! Use the partner assist button to open the gate at the end of the
path.
== FOREST CEMETERY - CATHEDRAL COURTYARD ==
--> Objective: Enter the cathedral
Break the two --TALL CRATES-- on the opposite sides of the fence outside the
cathedral doors. Find the --INCENDIARY GRENADE-- on the bench along the back
left side of the courtyard (while facing the cathedral doors) and the
--INCENDIARY GRENADE-- on the bench in front of the tree on the right side of
the courtyard (while facing the cathedral doors). The incendiary grenades will
definitely come in handy in a moment. Use the partner assist button to try to
open the doors of the cathedral. A cutscene will trigger.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Incendiary Grenade x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Objective: Eliminate all enemies
The guy on the other side of the door will not let Leon and Helena inside the
cathedral until the zombies in the courtyard are thinned out a bit. Zombies
will spawn in the graveyard directly across from the cathedral and climb over
the fence then attack the characters. They will also hop over the fence on the
both sides of the cathedral courtyard as well, but the fence directly across
from the door is where the majority of the zombies will come from. Incendiary
grenades can work well to burn groups of zombies for this battle. Do not spam
grenades during the first part of the battle though. Try to use only one if
any.
Helena: "Church bells! Are you kidding me!?"
Once the phrase above is said, more zombies will enter the courtyard from the
surrounding graveyards as the bell of the cathedral rings. Red zombies will
start to hop over the fences. Some of these red zombies will mutate into
Bloodshots when they are shot. Watch for the Bloodshots and work them into a
group with other zombies then toss an incendiary grenade at them. Countering
Bloodshots still works very well during this battle. They are so easy to
counter when they jump from long range since the counter prompt command stays
up for quite a while when they get next to your character while in the air - it
will still instantly kill them too!
Eventually, a man will break open a window of the cathedral and start to fire
at the zombies with his sniper rifle. It's good that someone is willing to
help! Shriekers will start to join the Bloodshots in attacking the characters
toward the end of the battle. Players will mainly be fighting Shriekers and
Bloodshots eventually. Incendiary grenades work great for Bloodshot groups but
not as much for Shriekers. Wait for Shriekers to expand their chest and then
blast them in the chest.
Bloodshots still drop --500 SKILL POINTS-- and Shriekers still drop --1000
SKILL POINTS-- during this battle. The man inside will tell the characters to
"Get their asses in here!" toward the end of the battle. When he says this,
it's time to enter the cathedral.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
If players can kill all enemies in front of the cathedral a medal will be
received at the end of the chapter. All of the zombies will eventually stop
spawning if both characters stay and fight. Don't end the battle early by
using the partner assist command near the entrance doors - stay and fight, if
you want the extra medal.
.--------.
MEDAL: Killed all enemies in front of the cathedral | [ME142]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
--> Objective: Enter the cathedral.
Dash toward the cathedral doors and use the partner assist button to open them
to trigger a cutscene that will end this portion of the chapter.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_______________________
_______________________________________________________/ STAGE 2-3 -- CATHEDRAL
-------------------------------------------------------------------------------
== CATHEDRAL - LOBBY ==
--> Objective: Search the cathedral
Helena wants to show Leon something below the cathedral altar. Grab the
--GREEN HERB-- on the right side of one of the right benches in the middle of
the cathedral. Walk further toward the back of the cathedral and snatch the
--FIRST AID SPRAY-- from the bench with the woman that sits on it off to the
left. She won't be needing that. There are two --WOODEN BARRELS-- near the
wall on the left side of the cathedral close to the first aid spray pickup.
Find the door on the right side of the cathedral (first door to the right while
stepping away from the entrance door) then open that door and break the two
--WOODEN BARRELS-- inside that room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green), [ ] First Aid Spray
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrel x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Walk toward the altar in the back of the cathedral then make a right and pick
up the **MADONNA OF HAPPINESS** on the pedestal to the right. Examine the
altar with the X/A button while standing in front of it. Well, let's see there
are two broken ladders on the sides of the walls that surround the altar and I
get a partner assist button prompt when I step near each one. Toss Helena up
to the second floor via the partner assist button while standing next to one of
the broken ladders to the sides of the altar. It's best to toss her up the
right side.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- HELENA GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Helena player should run to the right after the Leon player tosses Helena
up to the second floor then find the second portion without railing on the
walkway off to the right and kick the ladder down with the X/A button to allow
the Leon player to climb up the ladder. There is a red carpet in front of the
ladder.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Leon needs to climb up the ladder. Search the top floor walkway to find two
--WOODEN BARRELS--. There is one barrel on each side of the portion above the
cathedral entrance. Find the --GREEN HERB-- that lies on the cabinet near the
right barrel.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrel x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
There is an inscription near the two pedestals on each side of the second floor
that says "The two motherly saints will reveal the path". Hmm, it doesn't take
a rocket scientist to figure out what to do here, but... we do need that other
material girl (Madonna). The door on the side of the second floor with the
ladder can be opened, so run over to it and open it. Open the chest inside the
room and grab the **MADONNA OF CHARITY**.
The Leon player needs to place the Madonna of Happiness on the pedestal along
the side of the second floor walkway with the green herb and the Helena player
needs to play the Madonna of Charity on the pedestal on the side of the second
floor walkway with the ladder. Use the X/A button to place the first Madonna.
After placing it one time, use the partner assist button to place it again -
this is when the partner will help out with the second Madonna. One of the
doors on the bottom floor will open. Hop back down to the bottom floor and
enter the new room.
== CATHEDRAL - STATUE ROOM 1 ==
Both characters need to use the partner assist button to pull the lever on each
side of the room.
--> Objective: Defeat the statue trap
A gate will fall in the middle of the room and keep both characters in separate
areas. A statue will move out of the wall to the left on the Leon player's
side. It will aim a crossbow at Leon and it will fire an arrow if the laser
stays on him for too long - the arrows will take around one block of health
from a player if they hit. Quickly rush over to the statue and press the
button below the statue with the X/A button. A statue will move out of the
wall on the Helena player's side after Leon pushes the button, so the Helena
player needs to run over to her statue and press the button below it before the
statue shoots her. Enter the next room when the door opens on both sides.
== CATHEDRAL - STATUE ROOM 2 ==
Both players are separated once again. There are several statue panels along
the sides of both rooms. Both players need to use the partner assist button to
pull the levers near the locked door on each side of the room.
Statues will move out of the walls on each player's side. The Leon and the
Helena player need to run over to each statue and press the button below the
statue as it moves out of the wall. The statues will aim toward a character
and fire a flaming arrow at the character after the laser stays on the
character for a while. Just keep running to each statue as it exits a wall
panel and slam that button with the X/A button.
Here is a list of the number of statues in each wave:
.--------------------.
| Statue Appearances |
|====================|
| Wave 1 | 1 statue |
| Wave 2 | 2 statues |
| Wave 3 | 4 statues |
| Wave 4 | 5 statues |
'--------------------'
Each side has the same wave amount. If you keep running to each statue and
pressing the button, your character will likely not get hit. Running will
dodge the arrows most of the time. Avoid running directly toward a statue -
always try to run to the side of one. The door on each side of the room will
open once all four waves on both sides have been finished.
NOTE: Leon and Helena are invincible to the flaming arrows while they are
hitting a button below a statue.
--> Objective: Light up the statues
Enter the next room.
== CATHEDRAL - MIRROR STATUE ROOM ==
The characters will still be separated. There is a dead body on Helena's side
in this room. The gun laser in the corpse's hand points toward a statue with a
mirror on Leon's side. The gun laser's on both player's current gun will
change to actual laser sighting for the next few rooms even if you have it set
to the crosshair cursor.
Both players need to aim (with L1/LT) and point their gun lasers at the mirror
on their own side until both mirrors glow then the doors to the next room will
open. Be sure to break the four --WOODEN BARRELS-- (two on each character's
side) before entering the next room.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrel x 4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== CATHEDRAL - STAIRWAY ==
Both players will have sets of stairs to move up in the next room. Run to the
very top floor. A zombie will be on the top floor of Helena's side. It's
nothing she can't handle with a shot to face followed by a crowd pleasing head
scissor from close range. Helena-4-life!
Both players need to step near the archway past the small gate on each side of
the top floor and look through the rain to find the statue with a mirror on the
floor below. Both characters need to make their mirror glow on each side by
aiming their gun lasers at the mirrors.
== CATHEDRAL - WALKWAY ==
This room has two more statues with mirrors. Look toward the partner's side
then look up to spot a statue with a mirror behind a barred alcove above each
character. Shine your trusty laser toward the mirror above your partner. Both
Leon and Helena will have to shine their lasers at the statue above each other
to open the next door.
== CATHEDRAL - MIRROR ROOM ==
There is a crawling zombie on Leon's side of this room. Whatever shall he do
about this horrible-HEAD SPLAT WITH BOOT. Well, that works.
This room is slightly trickier than the last few. There is a statue with a
mirror on opposite sides of the next room that the characters must aim their
gun lasers at. In order to make your laser shine into the next room, look up
on the ceiling and aim your laser at the reflection of the statue on the
overhead mirror along your partner's side. The mirror will light up while
aiming at the reflection of it in the overhead mirror. Each character will
have to do this. The door to the next room will open.
== CATHEDRAL - RAY OF LIGHT ROOM ==
Both characters are now reunited. Snatch the **MADONNA OF SORROW** off the
blue pedestal in the room.
--> Objective: Search the cathedral
Enter the next room off to the right.
== CATHEDRAL - STAIRWAY ==
There is door up the first set of stairs, but it's locked for now. Run up the
stairs ahead and off to the right. Walk over to the dead guy that is hunched
over against the left wall near the doorway and collect the ++SEMI-AUTO SNIPER
RIFLE++ from him. There are two --WOODEN BARRELS-- to break near the doorway
across from the dead body.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] ++SEMI-AUTO SNIPER RIFLE++
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrel x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The next Madonna statue is behind the bars to the left of the dead body. Move
over to the inscription on the wall across from the dead body and examine it.
"Toll the five bells loud and clear, and thus the true path shall appear"
--> Objective: Ring all 5 bells
Well, we obviously have to ring five bells according to the phrase and the
objective that spoils it for us. Players can step out to either end of the
outside walkways. There are a total of five bells near the outside walkway.
Bell List:
o 3 Large Bells
o 2 Small Bells on Weathervanes
Look up to see all the bells while out on a walkway. The large bells can be
easily set off by shooting them with the handgun. In order to shoot the
weathervane bells, equip the semi-auto sniper rifle and aim toward the bell as
it spins below the chicken figure then shoot the bell when it stops. The
weathervane bells can be shot with a handgun as well though. A player will
have to move out to each walkway in order to see all the bells to hit them -
one will always be blocked in some way on each side. The bars that cover the
area with the Madonna will rise up once all five bells are ringing.
Run back into the stairway area and pick up the **MADONNA OF GRIEF** from off
the pedestal.
--> Objective: Search the cathedral
A door will open below the stairs through the doorway to the side. Rush down
the stairs and move through the newly opened doorway.
== CATHEDRAL - LOBBY (THIRD FLOOR) ==
The characters will step out on the third floor walkway of the cathedral.
******************************** SERPENT EMBLEM *******************************
Campaign: Leon, Chapter 2 [SE46]
Location: Cathedral - Lobby (Third Floor)
After ringing all five bells and grabbing the Madonna of Grief from the
pedestal that used to be covered by bars, a door will open below the stairs
through the doorway below the stairway area. Leon and Helena will walk out
onto the third floor of the Cathedral Lobby after moving through the doorway.
Walk along the left side of the walkway and look at the circular stained-glass
windows above the cathedral entrance.
This serpent emblem is in one of the circular grooves of the top left portion
of that collection of windows. This is right across from the pedestals where
the characters place the last two Madonna statues. It must be shot.
*******************************************************************************
Break the two --WOODEN BARRELS-- on the opposite side of the walkway. The two
Madonnas that Leon and Helena now hold must be placed on the two pedestals
across from the circular stained glass windows. Both players need to use the
partner assist button to place the two statues. A cutscene will trigger as the
altar slides apart on the first floor below.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrel x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== CATHEDRAL - LOBBY ==
BOSS BATTLE
- - - - - -
L E P O T I T S A =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
------------------------------------------------------------------ BOSS ATTACKS
o Gas Cloud - Lepotitsa bends backward and scream loudly then spreads gas
throughout its current area. The gas moves out of the bulbs on all sides of
its body. This attack has great range and will cause instant dying status
when close to the Lepotitsa. The gas will always make your character cough
when it is released no matter how far back the character is. The character
will not take damage from extreme long range though. This can hit a player
on the bottom floor while Lepotitsa is on the top floor - stay away from his
area while he is on the top floor.
o Infection Grab - Lepotitsa holds back both arms and reaches forward. When
grabbed, tap the R1/RT button when the QTE gauge appears and the timer needle
moves over the green bar on the side of the gauge. If the attack is
successful, the grabbed character will enter instant dying status shortly
after hitting the floor. This attack can be countered. Countering it does
little good since the Lepotitsa will try to grab directly after the counter.
o Gas Release - When the Lepotitsa is shot in any portion of its body, the
creature will release gas. This gas can hit your character and infect the
survivors.
-------------------------------------------------------------------------------
--> Objective: Eliminate all enemies
The Lepotitsa is far more than just another virus carrier, this creature is
basically a walking C-virus. This thing is a bulbous zombie full of C-virus
gas that it will release to attack. It's main means of attack is to infect its
victim with the C-virus. Any of the Lepotitsa's attacks will cause dying
status on a player if the attack hits. This enemy is very dangerous, and
players should try to keep their distance from it and blast it from long range
for the most part.
Lepotitsa's main attack is to bend backward and spread gas throughout the room.
The creature will always scream loudly while doing this so if it ever starts to
scream, run away! This gas will cause instant dying status from close range,
so run away the moment that it leans back. From long range, the gas will make
the characters cough, but it will not take damage. Lepotitsa has a close range
grab that is very quick. The grab can be countered, but the Lepotitsa will
simply grab again after the counter. Press the R1/RT button when the QTE gauge
appears and the timer needle moves to the green portion of the gauge in order
to break free. An unbroken grab will take some life from the character then
the character will enter dying status upon hitting the ground.
NOTE: It seems that a few grab counters in a row will instantly stun the
Lepotitsa. If you're good at counters, you might want to try this.
Lepotitsa will spread its gas throughout the crowds of civilians that are in
the cathedral. It will change the civilians into zombies that will attack the
characters along with the Lepotitsa. From the start, the Lepotitsa will only
attack Leon and Helena if they get in its way of spreading infection to the
surrounding civilians. It's main priority it to infect the civilians
throughout the beginning phase of this battle. All defeated zombies will drop
extra ammo so keep that in mind when running low on ammo.
Stand at a distance and fire at Lepotitsa with the semi-auto sniper rifle.
It's weak point is its head, but its head is so very small that it's quite hard
to hit since this creature constantly stays mobile. Shooting the Lepotitsa in
its body will make it spew out gas, which is not much of a problem from long
range. The gas can infect any surrounding civilians however and damage Leon
and Helena from close range. The Lepotitsa can be stunned by shooting it in
its legs several times. While the creature is stunned, approach it to get a
melee prompt for a Coup De Grace melee. This melee will take a lot of damage
from the creature. A remote bomb will stun the Lepotitsa as well.
The Lepotitsa will start out by spreading infection on the first floor. Once
the Lepotitsa has taken enough damage, it will hop up to the second floor and
start to spread infection up there. It will eventually hop back down to the
second floor. Once there are no more civilians to infect, the Lepotitsa will
only attack the characters with its gas attacks and its close range grab.
A very quick way to deal with this boss is to stun it from long range by
shooting it in the legs. Once it is stunned, walk toward it and lay a remote
bomb near it then melee attack the creature. Step away after the melee attack
then detonate the remote bomb. This will restun the creature! Move back in
and repeat the process of laying down a bomb, meleeing then detonating again.
Be sure to not instantly detonate the bomb - the Lepotitsa needs to at least
start moving to get stunned again. Using this method, the Lepotitsa can be
killed before it even reaches the second floor. It will eventually try to run
toward the tall cabinet to climb to the second floor, but players can stop it
with remote bombs explosives. It can be trapped so long as you have enough
remote bombs! This will keep it from infecting many of the survivors in the
room and help keep zombies off your character.
NOTE: If players can manage to keep two female survivors from getting infected
by the Lepotitsa, the "I Prefer Them Alive" trophy/achievement will be
received. Performing this task will also cause the women to leave behind a red
herb and a green herb.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MEDAL INFO
Save at least one civilian from being infected by the Lepotitsa's C-virus gas
to gain a medal at the chapter. Only one civilian has to be saved in order to
get this medal - male or female.
.--------.
MEDAL: Saved one or more survivors in the cathedral | [ME143]|
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- - - - - - - -
END BOSS BATTLE
After the battle with the Lepotitsa, pick up the **UNDERGROUND KEYCARD** from
its body.
NOTE: If the two women in the group of survivors were saved, each of them will
leave behind a herb. They will leave behind a --RED HERB-- and a --GREEN HERB-
- on the middle bench on the side with the ladder. If they were saved, they
will be standing there. Each one must be saved to get both herbs.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Red), [ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Find the steps where the altar is and move down the stairs. Use the X/A button
to use the keycard on the card reader to the right of the doors at the bottom
of the stairs. Break the two --WOODEN BARRELS-- to the left after the door
opens. There is also --4000 SKILL POINTS-- in the chest to the right before
reaching the next set of doors.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Wooden Barrel x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*********************************** TREASURE **********************************
Campaign: Leon, Chapter 2
Location: Cathedral Lobby
Contents: 4000 skill points
After using the Madonna statues to open the stairway below the altar in the
Cathedral Lobby, Leon and Helena will have to fight the Lepotitsa. After
defeating the Lepotitsa, collect the Underground Keycard from its body then use
the card to unlock the door below the stairs behind the altar. This chest will
be off to the right before stepping through the doors in the next room.
*******************************************************************************
Use the partner assist button to open the double doors to end this portion of
the chapter.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_____________________________
_________________________________________________/ STAGE 2-4 -- UNDERGROUND LAB
-------------------------------------------------------------------------------
== UNDERGROUND LAB - HOLDING CELL AREA ==
--> Objective: Investigate the underground laboratory
Move through the doorway directly ahead. Break the --BLUE TALL CRATE-- up
above the stairs to the side.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Blue Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
There is a panel that can be used to enter numbers to open the holding cells
throughout the room. The numbers that can be entered into the panels are on a
sign that extends out above each door. Some doors do not have full room
numbers and a player must use a bit of trial-and-error to figure out the
correct code. I'll list out all rooms that can be opened and you can decide
whether you want to open them or not. None are all the way bad.
NOTE: A player can look through the peephole while standing next to each locked
door to see inside the room.
Possible Room Numbers to Open:
o 012
o 102
o 201
o 210 (opens the gate to the next room)
== UNDERGROUND LAB - ROOM 012 ==
Two zombies will attack in this room. A zombie will step out of the room
right after the door is opened then another will be playing dead and will
attack when a player gets close to it in the back of the room.
== UNDERGROUND LAB - ROOM 102 ==
A Shrieker is inside this room. The Shrieker will call other zombies into
the area with its screams. The Shrieker will drop --1000 SKILL POINTS-- once
defeated.
== UNDERGROUND LAB - ROOM 210 ==
Three zombies are in this room and the room has two --BLUE TALL CRATES--
inside.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Blue Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Enter "210" on the control panel to unlock the gate that leads to the next side
of the middle room. Step through the doorway when ready.
== UNDERGROUND LAB - SECOND HOLDING CELL AREA ==
Break the --BLUE TALL CRATE-- on the right side of the room up ahead.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Blue Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
There is a dead Lepotitsa off to the left. It won't revive any time soon.
There is another panel up above the steps ahead. The panel can be used to open
the surrounding doors.
Possible Room Numbers to Open:
o 012
o 201 (opens room in Room 012)
o 102
o 120
o 021 (opens exit gate)
== UNDERGROUND LAB - ROOM 012 ==
There are two zombies in this room. The one in the back holds a liquid
nitrogen tank. Shoot the tank to freeze both zombies to kill them. In order
to open the other door off to the left in this room, enter "201" on the panel
in the middle room.
== UNDERGROUND LAB - ROOM 201 ==
This room contains a --GREEN HERB-- on the shelf to the right and two --BLUE
TALL CRATES-- off to the left in the back of the room. Open the chest in the
back of the room to find --5000 SKILL POINTS-- and a --FIRST AID SPRAY--.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green), [ ] First Aid Spray
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Blue Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*********************************** TREASURE **********************************
Campaign: Leon, Chapter 2
Location: Underground Lab - Room 201
Contents: 5000 skill points, First Aid Spray
In the second room where Leon and Helena can enter numbers into a control
panel, enter the number "012" to open that room then enter the number "201" to
open the door to the room inside Room 012. Enter Room 012 and kill both
zombies in the room then enter the doorway off to the left (Room 201). There
is a green herb and two blue tall crates in the room along with a chest that
contains 5000 skill points and a first aid spray.
*******************************************************************************
== UNDERGROUND LAB - ROOM 102 ==
A Shrieker is in this room. He will drop --1000 SKILL POINTS-- once
defeated. There is also a --GREEN HERB-- on the sink in the back of the
room. This particular Shrieker will attract several zombies when it screams -
a lot more than usual.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== UNDERGROUND LAB - ROOM 120 ==
This room has four zombies in it. There is one red zombie that will mutate
into a Bloodshot once it receives damage. It will drop --500 SKILL POINTS--
like all Bloodshots. Counter its jump attack from long range to instantly
kill it. A player can also just toss an incendiary grenade in the room to
badly damage the Bloodshot and possibly kill it and the rest of the zombies.
Once all the rooms are open that you want to open, enter "021" into the panel
to open the exit gate on the right wall. Step into the next corridor. Use the
partner assist button to open the "Biohazard" door at the end of the corridor.
== UNDERGROUND LAB - HOLDING AREA ==
Open the next door off to the side.
== UNDERGROUND LAB - LONG CORRIDOR ==
Move slowly down the hall ahead. The corpse up ahead is actually a zombie.
It's waiting for an unsuspecting player that hasn't read my guide to run by it
so it can grab that player. Luckily, you will take the advice of your favorite
Chris player and sneak up on it then blast its ass when it tries to grab. Ha!
If you are playing as Leon in single player with an AI Helena partner, Helena
will run on ahead and search around frantically. Run after her or sit back and
annoy her for a while with commands then enter the next room down the hall.
== UNDERGROUND LAB - EXPERIMENT ROOM ==
There is a --BLUE TALL CRATE-- on the other side of the shelves. A dead body
is on the operating table - don't worry it's not going to hop up any time soon.
Enter the next corridor up ahead.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Blue Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== UNDERGROUND LAB - TRASHY CORRIDOR ==
If you are in single player with an AI Helena partner, she will still be
searching throughout the area. She will activate the zombie that gets off the
floor further down the corridor and another zombie toward the end of the
corridor.
NOTE: If you are playing Helena, she will start to talk depending on the rooms
that you enter. It's like you are searching when Helena enters a new room.
It's kind of equal to the AI Helena's searching. Pretty cool.
The first room off to the right has nothing special inside. If Helena hasn't
already activated him, a zombie will get up off a chair near the men's restroom
entrance. Be sure to enter the men's restroom and break the three --BLUE TALL
CRATES-- in the back of the room. There is a zombie behind the two tall crates
in the back and he will attack after breaking them.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Blue Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
******************************** SERPENT EMBLEM *******************************
Campaign: Leon, Chapter 2 [SE47]
Location: Underground Lab - Trashy Corridor (Men's Restroom)
After stepping out of an Experiment Room where a body is on the operating table
inside, Leon and Helena will enter a corridor with a bunch of trash all over
the sides of the floor and on tables. Enter the first room on the left side of
the corridor and walk over to the sink to get an X/A button prompt while
standing in front of it. Press the button to drain the water in the sink and
reveal this serpent emblem. Strangely, it must be shot. It can't be hit with
a knife with Leon.
*******************************************************************************
Step back out into the hall then enter the women's restroom through the door
further down the hall on the right side. Step inside the back stall and turn
to the right then grab the --RED HERB-- in that stall.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Red)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
NOTE: A button prompt command for draining the water in the sink will appear
while standing next to the sink in the women's restroom. If the water is
drained, a Shrieker will appear behind the player when the character looks back
toward the mirror. A player can run by the Shrieker without getting hit and
exit the room. Like all Shriekers, it will drop --1000 SKILL POINTS-- once
defeated.
Step back out into the hall again then run to the other end and open the door
then step into the next area. If Helena hasn't already activated him, a zombie
that carries a liquid nitrogen tank will step through the door of the Operating
Room and attack before the characters can open it.
== UNDERGROUND LAB - OPERATING ROOM ==
A female zombie will crawl out of the top air duct along the wall directly
across from the door. Blast her from a distance. The female zombie on the
operating table to the right will awaken and then crawl off the table then
attack, so be ready to cave her head in with your character's shoe. There are
two --BLUE TALL CRATES-- to the right of the operating table.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Blue Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Leon will get frustrated with Helena in this room. She will comfort him about
waiting just a little bit longer to tell him everything. There is a zombie
playing dead on the next operating table as well. The trick is getting old
guys! Be ready to blast him when approaching the door on the other side. Open
the door and step out into the corridor.
== UNDERGROUND LAB - CORRIDOR OUTSIDE OPERATING ROOM ==
Before entering the room directly ahead, step down the corridor to the left to
see that there is a door that will need unlocking with a panel number in a bit.
The number for the room is "201". Remember that. Use the partner assist
button to open the door across from the Operating Room. Step into the room to
trigger a cutscene. This cutscene is the main reason why I tell players to
play Leon's campaign last.
== UNDERGROUND LAB - C-VIRUS TESTING ROOM ==
--> Objective: Open the underground door
There is panel for unlocking the door in the hallway outside on the left side
of the room while facing the back. The panel is right next to a Chrysalid
shell that has broken out of its test tube. Enter the number "201" into the
panel to unlock the door down the hall outside. Step back out into the hall
then run through the doorway at the other end.
== UNDERGROUND LAB - SPECIMEN LAB ==
--> Objective: Activate the passageways
If this is your first time seeing these cocoon shells, they are known as
"Chrysalids". There is one on the bed directly ahead and there are two in the
corridor to the left. The room behind the Chrysalid on the bed is blocked by a
shutter. Enter the corridor to the left. There is a zombie dog in a cage
below the grated floor. It can be shot or left alone. It won't attack but it
will constantly bark.
Ignore the ladder that leads down to the test tube area below the grated floor.
There is no reason to go down there right now, but it will be used in a few
minutes. Enter the room down the stairs to the right at the end of the
corridor.
== UNDERGROUND LAB - WATER CHAMBER ==
There are a few Chrysalids in this room and there is a transformer to the right
as the characters step inside. There are platforms along the sides of the room
but no way to get to them at the moment. Look off to the left to see an
electronic map on the wall - this map shows floor sections that are missing
from the current room.
Pull the lever to the right of the map on the left wall. Pulling the lever
will raise the shutter back in the first room with the Chrysalid on the bed.
Run back to the Specimen Lab area.
== UNDERGROUND LAB - SPECIMEN LAB ==
Several zombies will attack on the way back to the room with the Chrysalid on
the bed. Many zombies will exit from an air duct high up on the wall in the
room where the shutter opened. Run to the back room and fight through the
zombies then break the --BLUE TALL CRATE-- up ahead and step to the back of the
corridor.
NOTE: Be forewarned that some of the zombies in these areas are spitter
zombies, so watch for the acid spit.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Blue Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Pull the lever to the right of the electronic map in the back of the room.
This will lower the north walkway back in the Water Chamber. The shutter
behind the characters will close. Two zombies will crawl out of a vent to the
side and attack the player that pulled that lever. The player that pulled the
lever will have to fall down into the watery test tube area below the grated
floor of the Specimen Lab by hopping off through the hole with the ladder to
the right of the lever.
There is a zombie standing in the water below. Climb the ladder at the
opposite end of the watery corridor. Reenter the Water Chamber area.
== UNDERGROUND LAB - WATER CHAMBER ==
Zombies will attack when a player gets on the walkway. Move back toward the
stairs when the zombies pile up on the walkway then allow them to step past the
transformer then shoot the transformer to electrify them. Pull the lever on
the wall to the right of the electronic map directly ahead on the other side of
the walkway.
Pulling the lever will lower the walkway on the west side of the room as
displayed on the electronic map. The walkway will only lower so far though.
Several zombies will crawl out of vents and attack. Be on the lookout for
zombies since they can appear when you least expect it. Walk over to the
walkway and use the partner assist command to boost Helena on top of the
walkway. The Leon player can help the Helena player out with gunfire from the
opposite side.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- HELENA GAMEPLAY -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The Helena player might meet up with zombies while on the high walkway - it all
depends on if they have fallen off to attack players yet or not. Helena needs
to fall off the other side of the high walkway. Helena will be attacked by
zombies on the other side of the walkway. The door on the other side of the
walkway will open and a Bloodshot will move through the door. Be ready to
counter the Bloodshot when it jumps to instantly kill it, or shoot the nearby
transformer to stun it. A player can also toss an incendiary grenade at it.
NOTE: The Bloodshot jumps at Helena during the cutscene, so press the R1/RT
button directly after the cutscene to counter the Bloodshot and kill it.
Pull the lever on the right wall while moving toward the door with two levers
across from the transformer. The walkway on the east side of the Water Chamber
will be lowered.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Once the east walkway is lowered, several zombies will get off the walkway.
Toss an incendiary grenade at them to damage and kill most of them. Leon can
now pass over to the walkway where Helena is. Both players need to use the
partner assist button to pull both levers to open the door to the left.
All of the walkways in the Water Chamber will lower. Step into the corridor
ahead. Move down the corridor to the left and enter the next room
== UNDERGROUND LAB - ENEMY CORRIDOR ==
There is one lone zombie along the corridor to the right. Move over to him and
watch out for the zombie that plays dead on the floor (with the white coat).
There is a Shrieker standing by the hatch at the end of the corridor ahead.
Break the --BLUE TALL CRATE-- off to the right while moving down the next
corridor. Every dead body that is lying on the floor is a zombie waiting to
grab the characters.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Blue Tall Crate x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The zombies can get overwhelming along the corridor that leads to the hatch
with the handle on the wall at the end. They appear to never stop coming, but
if players kill off TONS of them they will stop spawning. Break the two --BLUE
TALL CRATES-- off to the right near the hatch at the end of the corridor then
both players need to use the partner assist button in front of the hatch to
open it and end this portion of the chapter.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Blue Tall Crate x 2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
______________________________________
________________________________________/ STAGE 2-5 -- PRIMITIVE ALTAR ENTRANCE
-------------------------------------------------------------------------------
== PRIMITIVE ALTAR ENTRANCE - AQUEDUCT ==
--> Objective: Find Deborah
There is a --SMALL POT-- off to the left that can be broken. Break it with the
melee button then follow the tunnel ahead. Leon and Helena will start to talk
about whatever it is that Helena wants to show Leon. It must be pretty
revealing since Helena can't just tell him. The characters will have to step
through some shallow water further into the tunnel. Crawl or slide up under
the archway in the tunnel. The characters will step into an area with an
overhead bridge. There is another archway up ahead, so slide or crawl up under
it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Small Pot x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Break the --POT-- behind the wooden plank on the left side of the tunnel -
players will receive a melee button prompt while standing near it even though
it is behind a wooden plank.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Pot x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
******************************** SERPENT EMBLEM *******************************
Campaign: Leon, Chapter 2 [SE48]
Location: Primitive Altar Entrance - Aqueduct
Once Leon and Helena slide down the dust chute in the laboratory area, they
will slide into an Aqueduct below. Slide or crawl up under the two archways
along the tunnel when the characters reach the portion with shallow water.
There will be a large breakable pot off to the left after sliding through the
second archway. Look off to the left to see this serpent emblem in the water
of the cave tunnel past the planks. Shoot it from a distance.
*******************************************************************************
Keep following the tunnel and the characters will eventually step out of the
water. They will start to talk about the tape that they watched back in the
lab area.
== PRIMITIVE ALTAR ENTRANCE - ABOVE THE AQUEDUCT ==
Break the --POT-- and the --SMALL POT-- on the wooden crate when the characters
enter the corridor at the top. Hop down onto the bridge off to the right.
Leon and Helena will pass over the Aqueduct they just stepped out of. Climb up
to the other side.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Pot x 1, [ ] Small Pot x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Players will start to hear some distant moans. There is a zombie in the tunnel
off to the left. Be sure to kill it then break the --POT-- and --SMALL POT--
off to the side.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Pot x 1, [ ] Small Pot x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
== PRIMITIVE ALTAR ENTRANCE - CORRIDOR ==
Follow the tunnel to the bars at the end then use the partner assist button to
open the gate door. In single player mode, Helena will run ahead and a
cutscene will trigger eventually.
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
_____________________________
_________________________________________________/ STAGE 2-6 -- PRIMITIVE ALTAR
-------------------------------------------------------------------------------
== PRIMITIVE ALTAR - PRIMITIVE ALTAR (TOP) ==
--> Objective: Get Deborah to safety
Now Leon is with two women and Helena won't tell him what is going on still.
She wants to get Helena to safety then she will discuss her secrets with Leon.
You know, if we could get Ada, or perhaps Claire, into this, it might make
things more interesting- oh, there I go again!
Leon and Helena can't go back the way they came. That is to the left. They
must follow the wooden walkway directly ahead as it extends downward. The
Helena player will be carrying Deborah piggyback and will not be able to shoot
her weapon. All the Helena player can do is perform a staggering forward kick
with the melee button - this is decent for breaking pots. Because of Helena's
limitations, the Leon player must protect the Helena player for the next few
areas.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXTRAS
* The Leon player can actually run off and leave Helena and Deborah and make it
all the way to the bottom of the Primitive Altar to trigger the cutscene at
the bottom. While playing in co-op play, the Helena player can wait at the
top while the Leon player rushes by the enemies below and makes it to the
bottom to trigger the cutscene. This is great advice for speed runs!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Follow the wooden walkway as it extends downward. The ceiling shows signs of
being unstable as the characters walk along the bridge. Hop off the end of the
wooden walkway then pick up the --GREEN HERB-- off the large wooden crate by
the wall ahead and break the --POT-- near that crate.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ITEMS
[ ] Herb (Green)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BREAKABLE OBJECTS
[ ] Pot x 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Move out to the bridge ahead then use a stealth melee to toss the unsuspecting
zombie off the side. There is a zombie to